Alliances at War

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Topic: Some race ideas
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Joe, July 2011, edited

I am opening up some threads to discuss ideas that are currently lingering in dev. Read carefully, think carefully and argue carefully. Make sure your comments in these threads make sense and please refrain from spamming.

The goal of this thread is to create a race overview that makes sense in an intuitive way and has some sort of symmetry in it. Rather than randomly tweaking races around, I'd like to have some systematic way of designing them and assessing their values. Their power can always be adjusted by tweaking unit costs easily.
The general tendency of these suggestions has much to do with both other threads that I have just created. Please read those first before firing at my ideas, because these ideas have reasons behind them (I for one know that ppl will scream for the old Nazgul no matter that it's the #1 race messing up the game).


So here some ideas:

Orcs
In general Orcs need other racespells. Powerbooster rather than intelligence resistance is what Orcs need! ROAR should be back :P

1- Uruk Hai. They are fancy. But I prefer them to be brute and simple. There should be a 'standard' attacking race for new players. I think Uruks are good for that. Their main stronghold should be their units.
Ideas:
- 300 pop homes
- 8/0 cheap offspec, 0/7 cheap defspec, 10/4 medium elite (highest def on off-elite in game it should be)

2- Oleg Hai. They are troublesome and need change. Some ideas:
- Give Olegs highered gains on Pillage and/or an offensive bonus on pillage attacks.
- Need more good ideas. Olegs should be quite plain too but with fancy income-stuff. A revamp of the merc-concept is much needed in AatW.

3- Rept Hai. Very overpowered atm.
- 15%-->10% second general.
- 9/2 elites, 0/7 defspecs.
- quadruple losses, Venom attack (
- Immune to reconing (very good when Cover of Mordor is gone).

Elves
DE- I was thinking of an rp bonus on guilds. Mana regeneration should be cut to +50% instead of +100%. ML bonus should be lowered or disappear completely.
HE- Same units. Give them double fame gains. Make immortality useful again (make Mortality part of the Orcish ROAR spell?). Let HE homes hold 1/3 tp. Second general 5--> 10% bonus.
WE- Make yards count as walls. Give 0/9 instead of 0/10 leet. Let yards be destroyed by WoC. Keep 2 hr thief return and +25% tp regeneration.

Humans
Remove EM. Add a new spell, perhaps science-related (every 500 citz produce 1 rp?)
Britt- Remove wall bonus. Remove tp bonus (lowering max thief damage). Give science bonus (if not in racespell). If in racespell, make Britts a little faster.

Templar
Give 45% max homes. Give 0/7 defspecs, 7/2 elites and 4/1 clerics. Make CH hold 100 clerics and produce 1 rp (and give magic protection). Maybe make guilds count as weaponries.

Viking
- 9/3 elite max. Preferably 8/3 or 9/2 like Reptie.

Birds
Eagle:
- Give free Emesens every tick (0-0.5% of max pop?)
- Make Emesen basic unit. Keep 1/0 stats.
- Create 5/1 offspecs.
- Make intelligence ops free (like SELF-ops).

Owl:
- Keep 1 hr return time on thieves and 1/2 self-op gains.
- Thief unit: 0/5 (highest thief def in game) NOT TOO CHEAP. Give 0/7 defspec. Remove tp regeneration bonus.
- Make intelligence ops free.
- Make thief ops made by Owls (failed or succesful) not appear in tribe news (but can obviously fail and lose thieves).

Cursed- enhance Pest features. Removing heal or making it a lot more costly would be a good start.
UD-
- Make Vamps immortal again (no easy mortality). Keep 7/9 stats/price. Keep gaining Vamps on unit losses. Give 3 hr return time or a second general (+10%) or give them a free raid on any hit including hitnruns.
- Give 'sacrifice' option, converting citizens into rps. Make them gain rps on citizens slain on raids. 100 citz = 1 rp.
- Give Nazgul feats: no selfspells, no exploring. Make their soldier cost 25 cr.

Nazz-
- Can explore & run spells.
- 2 hr returntime
- Can not be intercepted
- 25% magic resistance
- +25% damage on BC & Raze.
Soldier 0/0 - 66 cr
Offspec 5/2 - 466 cr
Defspec 0/7 - 666 cr
Nazgul 6/4 - 800 cr (highest def on elite together with Uruk)
Thief 0/2 - 200 cr.


Joe, July 2011

Oh, and I forgot: here is the overview that is behind most of these changes.

- Orcs - Attacking.
1- Uruk Hai - Currently: attacker, numbers, magic support, speed. Idea: Pure attacker, best plain attacker (UNITS)
2- Oleg Hai - Currently: pure attacker, strategic attacker. Idea: Offensive strategic attacker. Plunderer.
3- Mori Hai- Currently: thief attacker, intelligence, speed. Idea: Thief attacker, intelligence, speed.
4- Rept Hai- Currently: strategic attacker. Idea: Defensive strategic attacker, intelligence resistance

- Elves - Mixed, magic.
1- Dark Elf - Currently: pure mage, regeneration. Idea: pure mage, regeneration, scientist.
2- High Elf- Currently: pure attacker, strategic attacker. Idea: Fame attacker, intelligence.
3- Light Elf - Currently: pure mage, defensive tribe. Idea: Pure mage, defensive tribe.
4- Wood Elf - Currently: Pure thief. Idea: Thief, attacking resistance, resourcer (wood), magic vulnerability.

- Humans - Mixed, attacking.
1- Brittonian - Currently: Pure thief, numbers. Idea: Pure thief, numbers, scientist.
2- Dwarf - Currently: Pure attacker, Building specialists. Idea: Pure attacker, Building specialists.
3- Templar - Currently: Pure mage, thievery impossible. Idea: Pure mage, thievery impossible, scientist.
4- Viking - Currently: Pure attacker, destruction-attacker. Idea: Pure attacker, destruction-attacker.

- Winged - Mixed, attacking.
1- Dragons - Currently: plunderer, speed, low citizens. Idea: Plunderer, speed, low citizens.
2- Eagle - Currently: hybrid thief/mage, attacking resistance. Idea: hybrid thief/mage, attacking resistance, resourcer (soldiers), intelligence specialist.
3- Raven - Currently: Pure plain attacker (UNITS), speed, risk. Idea: Pure plain attacker (UNITS), speed, risk.
4- Owl - Currently: Pure thief, speed. Idea: Pure thief, speed, intelligence specialist, stealth.

- Cursed - Mixed, attacking.
1- Balrog - Currently: Mage attacker, space. Idea: Mage attacker, space.
2- Spirit - Currently: Thief/mage hybrid, space (food), intelligence resistance (vision). Idea: Thief/mage hybrid, space (food), intelligence resistance (vision).
3- Undead - Currently: Pure attacker, Strategic attacker. Idea: Pure attacker, Strategic attacker, Scientist.
4- Nazgul - Currently: Pure attacker, defensive tribe, t/m resistance, efficiency. Idea: Pure attacker, speed(!), intelligence resistance, magic resistance.


3nigm4, July 2011

For Wood Elves, I would suggest that their walls produce wood (possibly at a slightly lower rate due to the defensive bonus) so that WoC would affect them without having to do much changing.

Also I think that instead of Owl's leaving no news, it might be better to just have no location given if they fail. Your leader would know when your buildings are destroyed.

If eagles get a percentage of max pop turned to soldiers that would really hurt their playability for less active beginners, at least if you cannot turn it off. If a less active player was only able to check it once a day, then up to 12% of its total pop would be basics when they were able to check it again, making them a much easier KT for more active Tribes/Alliances.

Other than that, I like a lot of the suggestions, and I think it could lead to a lot more people playing currently underplayed races.


Sweet, July 2011

Wouldnt naz be kinda useless with only 6/4? They will need alot to be able to brake?

Take away that they can cast selfspells and homes gives 350 instead? And homes give 0.83% protection against spells? (you wont have the other magic resistance),

And the eagle that give troops should be a spell that is easy to cast instead so not that players that isn't that active kill them self.

Owls have low citizens now and lower the def will make it harder to play owl?

On Templars I want to change CH to GH instead because Templars have high ML already and not often they have CH then.

Will give more later partying right now..


Bolle, August 2011


mazja, August 2011

it doesn't seem to me that if you remove EM, wall bonus AND reduce citz to 300 per home on a britt they would even be played as thief anymore?


CBeast, August 2011

Perhaps they'd be played as scientists

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