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Thread: The Nomad Camp - alternative city idea to Sylath worshippers of Ranaar | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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Daystar
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posted November 19, 2006 02:54 PM |
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I like the Idea, and their moving around explains why we have not seen them. Sadly enough, the town seems a bit to peaceful to be a barbarian town, so Nival and Ubi probobally will not make it like this. then again, they haven't had any particular compilance with excepted rules so far, so it could be a reality.
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KnightDougal
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posted November 19, 2006 03:52 PM |
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Sylath told Sar-Shazzer to imprison the Metal Dragon (the loved god of the orcs, but after he imprisoned, the orcs are love, respect and worship their warboss of their clans as a god). So the nomands are the enemies of the settlement orcs too.
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alcibiades
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posted November 19, 2006 06:43 PM |
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Quote: I like the Idea, and their moving around explains why we have not seen them. Sadly enough, the town seems a bit to peaceful to be a barbarian town, so Nival and Ubi probobally will not make it like this. then again, they haven't had any particular compilance with excepted rules so far, so it could be a reality.
This was not supposed to be a Barbarian faction. The Barbarians are a faction of their own - with Orc units - who dwell in the mountains to the south of Ranaar. (See here)
These people - who might be a Centaur race - are Nomadic rather than Barbarian, and specialize in mobility rather than Offence.
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bixie
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posted November 19, 2006 07:58 PM |
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sounds good, mobile towns, as well as mobile heroes!!!!!
maybe the towns special should be the ability for, once every week, to move around the map for a small amount of paces, the be placed back down. it would be interesting play out to just get to the enemies gate, about to storm it, and for it to move just out of reach again!!!!
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Daystar
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posted November 20, 2006 05:13 AM |
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have you actually read anything in this post, Bixie?
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bixie
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posted November 20, 2006 07:06 PM |
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Edited by bixie at 21:40, 20 Nov 2006.
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i saw the original line up, but apart from that, unfortunately, no.
that was a burst of randomness.
it would be interesting, both graphically and playably, to have a faction with mobile towns, though.
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alcibiades
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posted November 20, 2006 10:59 PM |
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Quote: i saw the original line up, but apart from that, unfortunately, no.
that was a burst of randomness.
it would be interesting, both graphically and playably, to have a faction with mobile towns, though.
Sure ... Go ahead and read the full post to see the discussion here.
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bixie
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my common sense is tingling!
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posted November 21, 2006 07:15 PM |
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graphically, the buildings town would be moving over the same lanscape, all begin pulled by big horses or similar creatures and all on wheels. when you have a building begin built, it joines onto the town from somewhere else.
gameplay. the racial skill allows the town to move for a small amount of movement when the hero is inside the town. it would be interesting to have a knight, preparing to storm the town, and it moves away, just out of reach. or alternatively, comes smashing down on his head. the town basically actis like a town in normal combat, but in the actual gameplay, sheilds the hero from the worst of the attacks. but only one hero can be in the town and make it move!
more details on my burst of randomness.
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alcibiades
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posted November 22, 2006 12:40 AM |
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Well, I would still appreciate if you read what the whole thread was about - or at least just the masterpost - before you actually came with those bursts of randomness. At least, it would make your input just marginally of relevanse to te topic.
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bixie
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my common sense is tingling!
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posted November 22, 2006 06:37 PM |
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i'm sorry, it wouldn't happen again in future.
though, do you like the idea, as a seperate idea, possibly for another faction?
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alcibiades
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posted November 25, 2006 12:33 AM |
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Well, as I said, you should read the topic. What you suggest is fairly close to my proposal, with some important differences. I still prefer my own model, but perhaps if you read it, you will come up with modifications of relevance.
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Daystar
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posted November 25, 2006 04:48 AM |
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and I'm sorry, but your suggestion comes a bit to close to Heroes IV.
"Forgive me father, for I have spoken unholy words."
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alcibiades
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posted November 26, 2006 10:03 AM |
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Quote: and I'm sorry, but your suggestion comes a bit to close to Heroes IV.
Which part is that?
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KnightDougal
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posted November 26, 2006 10:07 AM |
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The nomad camp will be the enemy of the settlement, becuse:
Quote: they are enemies, becuse Sylath told to Shar-Shazzar to imprison the Metal Dragon. [bixie/quote]
The Stronghold (russian) and the nomad camp will be the enemy of the settlement.
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Daystar
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posted November 26, 2006 06:17 PM |
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Quote:
Quote: and I'm sorry, but your suggestion comes a bit to close to Heroes IV.
Which part is that?
the part about units leaving the castle. I thought it was a horrible idea in Heroes IV
"Forgive me father, for I have spoken unholy words."
and it should not be repeated. It completely undermindes the "Heroes" part of "Heroes of Might and Magic"
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alcibiades
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posted November 27, 2006 09:24 AM |
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Quote: The part about units leaving the castle. I thought it was a horrible idea in Heroes IV, and it should not be repeated. It completely undermindes the "Heroes" part of "Heroes of Might and Magic".
I'm confused. What 'units leaving the castle' are we talking about now?
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Daystar
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posted November 27, 2006 11:28 PM |
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sorry, I misread a previous post. Now I like the Idea. (feels stupid)
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alcibiades
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posted November 27, 2006 11:30 PM |
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Ok ... Don't think you have any reason to.
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Daystar
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posted November 27, 2006 11:59 PM |
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I FEEL STUPID GOSH DARN IT! (Makes Josh Latimer Face)
Anyway, the idea stated above was to have the town move when the hero was in it. I like this Idea. I think it's motion should be based on the following:
Hero Level
Hero Racial Skill:
Basic Exodus: Distance moved = 10% of Hero Level
Advanced Exodus: Distance moved = 25% of Hero Level
Expert Exodus: Distance moved = 35% of Hero Level
Ultimate Exodus: Distance moved = 50% of Hero Level
The Expert Skill:
Migration: The Hero can call the castle to an open spot near where the hero is, though at the cost of (75% /hero level) of recources
So, hypothetical hero 1, level 7, with Expert Exodus, can move the castle two squares.
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alcibiades
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posted November 28, 2006 12:20 AM |
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I just think the problem with that solution is that it'll tie the Hero up for several days, if you'll actually want to move the city for a significant distance - and once your Hero is out of town, you'll have no possibility of moving.
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