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Rise of the Witch King

Return of the Elves from BFME1

Do you think the Elves should get back the version from BFME1?
40.00% (2)
No, they'd be OP
20.00% (1)
Yes, but train them from a different building than the barracks
0.00% (0)
Yes, but as a basic unit, not an elite unit
40.00% (2)
Yes, as in the description

Total Votes: 5
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# 1Michael Gladius Jan 17 2017, 18:18 PM
Hey, guys!

I've been thinking: In BFME1, the Elven warriors were available to Rohan as an elite archer unit. In BFME2, they were the inn unit for MoTW, but in ROTWK, they are not present at all.

I think this unit would be a good addition to Elves in ROTWK. This unit could be trained from a level 2 Elven barracks, just like Mirkwood archers. They could be an elite, heavy infantry for the elves (like how Black Orcs are for Mordor), while Mirkwood archers are the ranger unit for the elves.

What do you think? Let me know in the poll.

Posts: 253


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# 2brabox Jan 17 2017, 18:21 PM
They're being added as inn unit for the Men faction.

Spoiler
But I don't agree with that ^^

Posts: 5,037

Game: Rise of the Witchking 2.01


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# 3Michael Gladius Jan 17 2017, 18:47 PM
I like Dunedain Rangers for MoTW. It feels like a more natural fit for the faction, whereas the elven warriors would be a useful heavy infantry unit in a faction full of light infantry.

What's the plan for the Dunedain rangers? Are they being added elsewhere to MoTW?

Posts: 253


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# 4TheDestroyer001 Jan 17 2017, 23:29 PM
QUOTE(Michael Gladius @ Jan 17 2017, 10:47 AM) *

I like Dunedain Rangers for MoTW. It feels like a more natural fit for the faction, whereas the elven warriors would be a useful heavy infantry unit in a faction full of light infantry.

What's the plan for the Dunedain rangers? Are they being added elsewhere to MoTW?


Dunedain Rangers are elite archers easily attainable from an Inn as where other factions don't have that kind of elite quality from the units they get, so IMO they are already OP to be a Inn unit. The Elven Warriors will hopefully be a nice replacement and not be as elite and also bring in some nice variety. Men still have the Dunedain as a summon so they won't just disappear of the face of the map.

Posts: 1,601

Game: Rise of the Witch King


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# 5Excelsior Jan 18 2017, 01:49 AM
QUOTE(TheDestroyer001 @ Jan 17 2017, 23:29 PM) *

Dunedain Rangers are elite archers easily attainable from an Inn as where other factions don't have that kind of elite quality from the units they get, so IMO they are already OP to be a Inn unit. The Elven Warriors will hopefully be a nice replacement and not be as elite and also bring in some nice variety. Men still have the Dunedain as a summon so they won't just disappear of the face of the map.

^ This. The reasoning behind the Men being able to recruit the Elven Warriors (or Galadhrim) in the next patch is that they're the representation of the Elven force that assisted the people of Rohan at Helm's Deep.

Posts: 13,997

Clan: Brothers of War

Game: Rise of the Witch King


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# 6Michael Gladius Jan 18 2017, 03:31 AM
I see the logic in why the elven warriors are being added to MoTW. Personal preferences aside, what if they were added to both factions? The Elves could train theirs from barracks, and MoTW could summon them from inns.

Or what if Inns offered 2 types of units per faction?
Goblins could get wildmen of dunland and gundabad orcs (like in 'The Hobbit')
Isengard could get wildmen of dunland and corsairs of umbar
Mordor could get haradrim archers and spear-throwers
Elves could get hobbits and peasants
Dwarves could get hobbits and Men of Dale
MoTWcould get Elven warriors and Dunedain rangers
Angmar could get Rhudaur Hillmen and dire wolves

Posts: 253


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# 7Excelsior Jan 19 2017, 14:28 PM
QUOTE(Michael Gladius @ Jan 18 2017, 03:31 AM) *

I see the logic in why the elven warriors are being added to MoTW. Personal preferences aside, what if they were added to both factions? The Elves could train theirs from barracks, and MoTW could summon them from inns.

That won't be possible unfortunately. We're trying to maintain a vanilla identity for this game, and tweaking faction main units is a step in the wrong direction.

QUOTE

Or what if Inns offered 2 types of units per faction?
Goblins could get wildmen of dunland and gundabad orcs (like in 'The Hobbit')
Isengard could get wildmen of dunland and corsairs of umbar
Mordor could get haradrim archers and spear-throwers
Elves could get hobbits and peasants
Dwarves could get hobbits and Men of Dale
MoTWcould get Elven warriors and Dunedain rangers
Angmar could get Rhudaur Hillmen and dire wolves

Sounds pretty neat, I will admit, but it all comes down to balance and what the community would like. Two unique types of recruited Inn units would certainly encourage the use of the Inn. I would avoid including elite archers in Inns though - that's a bad idea altogether.

Posts: 13,997

Clan: Brothers of War

Game: Rise of the Witch King


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# 8Michael Gladius Jan 19 2017, 17:15 PM
QUOTE(Excelsior @ Jan 19 2017, 14:28 PM) *

That won't be possible unfortunately. We're trying to maintain a vanilla identity for this game, and tweaking faction main units is a step in the wrong direction.
Sounds pretty neat, I will admit, but it all comes down to balance and what the community would like. Two unique types of recruited Inn units would certainly encourage the use of the Inn. I would avoid including elite archers in Inns though - that's a bad idea altogether.


I'm only proposing we re-use units from BFME/BFME2/ROTWK, unlike Edain mod, which adds entirely new units.

How about these combos:
Goblins get wildmen of dunland and gundabad orcs (both in reference to 'The Hobbit' and to give them a cheap harass unit that is good swordsmen)
Isengard gets wildmen of dunland and corsairs of umbar
Mordor gets gundabad orcs and cheap corsairs of umbar (Haradrim spear-throwers return to the Haradrim palace, as in BFME)
Angmar gets rhudaur hillmen and dire wolves
Elves get hobbits and cheap Lorien warriors (elven warriors from BFME are added to a level-2 baracks)
Dwarves get hobbits and men of dale
MoTW get hobbits and peasants (Dunedain rangers are added to a level-3 archery range)

These new inn unit combos are largely harass units for cheap spamming, while elite archers are returned to level 2 or 3 barracks.

Posts: 253


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# 9Muadd Jan 19 2017, 17:38 PM
QUOTE(Michael Gladius @ Jan 19 2017, 20:15 PM) *

I'm only proposing we re-use units from BFME/BFME2/ROTWK, unlike Edain mod, which adds entirely new units.

How about these combos:
Goblins get wildmen of dunland and gundabad orcs (both in reference to 'The Hobbit' and to give them a cheap harass unit that is good swordsmen)
Isengard gets wildmen of dunland and corsairs of umbar
Mordor gets gundabad orcs and cheap corsairs of umbar (Haradrim spear-throwers return to the Haradrim palace, as in BFME)
Angmar gets rhudaur hillmen and dire wolves
Elves get hobbits and cheap Lorien warriors (elven warriors from BFME are added to a level-2 baracks)
Dwarves get hobbits and men of dale
MoTW get hobbits and peasants (Dunedain rangers are added to a level-3 archery range)

These new inn unit combos are largely harass units for cheap spamming, while elite archers are returned to level 2 or 3 barracks.


Brilliant ideas! I rly liked the parts where lorien warriors are moved to level 2 barracks bcuz hey why not and DW gets MoD. You should probably apply for balance advisor/strategy specialist. Your knowledge of the game would even amuse the allmighty strategygod Tada

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Clan: GoF|

Game: Rise of the Witch King


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# 10Excelsior Jan 19 2017, 17:52 PM
QUOTE(DogMatti @ Jan 19 2017, 17:38 PM) *

Brilliant ideas! I rly liked the parts where lorien warriors are moved to level 2 barracks bcuz hey why not and DW gets MoD. You should probably apply for balance advisor/strategy specialist. Your knowledge of the game would even amuse the allmighty strategygod Tada

Please don't post like this. It's unnecessary and rude. If you disagree, say so and throw in some constructive opinions.

This post has been edited by Excelsior: Jan 19 2017, 17:58 PM

Posts: 13,997

Clan: Brothers of War

Game: Rise of the Witch King


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# 11T3ARiderofRohan Jan 19 2017, 19:53 PM
It is possible to instead, re purpose the BFME 1 Skin to be used for the current Lorien Warrior and Archer. I did that before when I was learning about modding.
Could be done as a submod/addon instead of adding it to the main patch.
IF there is interest in this, I could probably do it easily since I have the assets somewhere.

Posts: 161

Game: Battle for Middle Earth 2


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# 12Excelsior Jan 19 2017, 19:56 PM
QUOTE(T3ARiderofRohan @ Jan 19 2017, 19:53 PM) *

It is possible to instead, re purpose the BFME 1 Skin to be used for the current Lorien Warrior and Archer. I did that before when I was learning about modding.
Could be done as a submod/addon instead of adding it to the main patch.
IF there is interest in this, I could probably do it easily since I have the assets somewhere.

By all means. Problem is, when 6.1.0 is released, there'll be redundancy as both Galadhrim and Lorien Warriors / Archers will share the same skin.

Posts: 13,997

Clan: Brothers of War

Game: Rise of the Witch King


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# 13T3ARiderofRohan Jan 19 2017, 20:22 PM
Well the textures could be different for both, the elites from the inn have a new texture for light and the same heavy armor since it's a more regal impression.
The reg units use the vanilla blueish texture light armor and something different in the coloring of the ha.
Different colors would be needed anyway to differentiate the warrior and archer.
I'll do some stuff later and see.

Posts: 161

Game: Battle for Middle Earth 2


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# 14Excelsior Jan 19 2017, 20:26 PM
QUOTE(T3ARiderofRohan @ Jan 19 2017, 20:22 PM) *

Well the textures could be different for both, the elites from the inn have a new texture for light and the same heavy armor since it's a more regal impression.
The reg units use the vanilla blueish texture light armor and something different in the coloring of the ha.
Different colors would be needed anyway to differentiate the warrior and archer.
I'll do some stuff later and see.

Sounds good, would be interested to see what you can come up with.

Posts: 13,997

Clan: Brothers of War

Game: Rise of the Witch King


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# 15Michael Gladius Jan 19 2017, 21:23 PM
QUOTE(T3ARiderofRohan @ Jan 19 2017, 19:53 PM) *

It is possible to instead, re purpose the BFME 1 Skin to be used for the current Lorien Warrior and Archer. I did that before when I was learning about modding.
Could be done as a submod/addon instead of adding it to the main patch.
IF there is interest in this, I could probably do it easily since I have the assets somewhere.


I think this would be a good idea, too. If Lorien warriors were added to the inn alongside the hobbits, then the inn troops could keep the skin from BFME/ROTWK, and the barracks units could keep the BFME skin.

Posts: 253


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# 16Michael Gladius Jan 19 2017, 21:35 PM
QUOTE(Excelsior @ Jan 19 2017, 17:52 PM) *

Please don't post like this. It's unnecessary and rude. If you disagree, say so and throw in some constructive opinions.


Thanks, Excelsior. You get the XP for beating the troll. wink.gif

Posts: 253


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# 17Excelsior Jan 19 2017, 21:58 PM
QUOTE(Michael Gladius @ Jan 19 2017, 21:35 PM) *

Thanks, Excelsior. You get the XP for beating the troll. wink.gif

Excelsior = King Brand at Level 10.
Muadd = Cave Troll at level 5

*Excelsior clicks and targets the Beast Slayer Arrow on Muadd.*

Excelsior: "For Dale!"
Excelsior: "To your death, beast!"
Muadd: (shrieks)

laugh.gif

Posts: 13,997

Clan: Brothers of War

Game: Rise of the Witch King


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# 18T3ARiderofRohan Jan 22 2017, 02:13 AM
What I came up with:
Basic swords and archer unit coloring. Could try an alternative green instead of brown for the swordsman.
Attached Image
The Inn Unit version, with distinctive capes.
Attached Image

Posts: 161

Game: Battle for Middle Earth 2


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# 19Michael Gladius Jan 22 2017, 04:34 AM
QUOTE(T3ARiderofRohan @ Jan 22 2017, 02:13 AM) *

What I came up with:
Basic swords and archer unit coloring. Could try an alternative green instead of brown for the swordsman.
Attached Image
The Inn Unit version, with distinctive capes.
Attached Image


Wow! These are really good! I like the idea of making both their armor and capes different colors, which will help make them stand apart even more. What if the archers had the silver-colored armor (because of Silverthorn Arrows, lol), and the swordsmen have the golden armor with red capes?

These look really good, and I'd love to see the next patch use them. smile.gif

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# 20T3ARiderofRohan Jan 22 2017, 09:36 AM
The coloring scheme is based off the current elven schemes set up by EA, so I'll probably keep the blue in for the archers as they really do need a color to be spotable from a distance. Plus the Silverthorns are blue lol. I think capes for the swordsmen might be too much since they are just basic units.

Posts: 161

Game: Battle for Middle Earth 2


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