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May 1st, 2004, 10:46 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Orc Mod concept - feedback required
Orcs without Fire  ? We could also try Elves without Air...
But having "strong" orcs will just replicate Abysia  That's why I think that even if noone *has* to make Tolkienesque Orcs, it'll be a much more interesting choice than creating a Abysian theme with some Death or Nature thrown in
In my mind Orcs should be rather weak (normal strength, bad morale, second-rate equipment), but cheap, somewhat sturdy (maybe 11-12 hp, maybe recuperation).
Elites (Uruk Hai) could be on par with Abysians. Additionnaly the nation could recruit Wolf rider cavalry and Trolls...
Their magic paths should rather be Fire and Earth (Isengard..), maybe a little Astral, with Death shamans as priests.
To make the race interesting bigger beasts
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May 1st, 2004, 11:16 PM
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Sergeant
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Join Date: Apr 2004
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Re: Orc Mod concept - feedback required
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I would use Nature, Death and Blood and leave out fire.
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That's basicly where they stand, with a splash of earth and astral.
The Shaman (SDHH) is meant to be a "bad" Version of the C'tis shamen, able to cast nether bolt and other bad things.
My Witchdoctor (BNHH) concept was a "mad scientist" role, gathering blood slaves and crossbreeding. Making them unholy priests might not be a bad idea.
The Necromancer (DDUUUU) is self-explanitory.
The Magus is the one I'm not totally happy with. I want to give the orcs SOME high-end magic ability, but not one that will break the race. Perhaps earth isn't the best choice as an elemental school. Obviously Blood/Fire would give us the devil problem, and mirror Marignon/Abyssa. The seeress dosen't really fit the theme either, so maybe scrap her and add another melee hero.
I'll take suggestions on the top-end magic hero. Something with fire would probably work.
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Elites (Uruk Hai) could be on par with Abysians. Additionnaly the nation could recruit Wolf rider cavalry and Trolls...
Their magic paths should rather be Fire and Earth (Isengard..), maybe a little Astral, with Death shamans as priests.
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What are Uruk Hai? I like the name, no idea where it comes from. As for cavalry and trolls, I've pretty much decided to make them strong melee fighters as is, adding even mediocre flankers might be a bit much. Trolls would definately fit the concept. I definately considered them (and their troll king hero) for the mod, but decided against it. What I did consider was an expensive troll unit with either a fear or standard aura that players could mix into the army. I'd like to discourage troll-massing and keep with the orc theme
[ May 01, 2004, 22:27: Message edited by: Blitz ]
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May 2nd, 2004, 12:26 AM
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Sergeant
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Join Date: Apr 2004
Location: In your mind
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Re: Orc Mod concept - feedback required
It'd help if you explained how orcs are, in depth, and not just compare it to warhammer, Warcraft, Ad&d. What traits from each game do they have? Are you going to add anything to the race?
Uruk Hai are from Lord of the Rings. They're Saruman's special breed of half orcs who are bigger, tougher, and more light resistant than normal Mordor orcs or little Moria orcs. They get their asses kicked by hobbits in the end of the books.
And BTW, for a race that's supposed to be a jack-of-all-trades, I don't think you gave them a cavalry unit.
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May 2nd, 2004, 01:24 AM
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Sergeant
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Join Date: Apr 2004
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Re: Orc Mod concept - feedback required
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It'd help if you explained how orcs are, in depth, and not just compare it to warhammer, Warcraft, Ad&d. What traits from each game do they have? Are you going to add anything to the race?
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This sums it up pretty well...
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For those who don't know it, Blizzard made a very believable nation of proud, tundra-crossing shamen and proud, strong warriors which are somehow reminiscent of a cross between "native american" "Indians" and Mongolian hordes (WIII orcs refer to themselves as "The Horde").
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I wasn't really going for a warcraft conVersion, but if you want a definition of "orc" to me, that's pretty close. Warcraft orcs have more of a warrior code than I was going for... these aren't Klingons. Tribal warriors with steel weapons and good armor. Religion would be primitive - think Voodoo.
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May 2nd, 2004, 03:15 AM
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Sergeant
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Join Date: Apr 2004
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Re: Orc Mod concept - feedback required
I really don't think anyone living in a tribal society could develope steel weapons and armor. But hey, they're your orcs, not mine.
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May 2nd, 2004, 08:45 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Orc Mod concept - feedback required
I don't think they should have access to high-level unholy priests. Voodoo Priests doesn't really compare with Ermors Arch Bishops...
As most their magics are going to be sorcery anyway, you might just give them mage who ahas random sorcery/-ies. Maybe their shaman could be ?S+?S, not linked together. 1/4 possibility to get atleast one pick in any spesific sorcery magic, and if I calculated it right 1/16 change of getting any spesific combination of two sorcery randoms, including NS for Curse and DS for Nether bolt. You would have to check how many of the sorcery combinations do not mix together to see how well they would fare generally, though.
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May 2nd, 2004, 12:07 PM
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Lieutenant Colonel
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Join Date: Jan 2004
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Re: Orc Mod concept - feedback required
It's all good stuff, but I think the problem could be that you will either end up like
- Abysia
- Machaka (they have Voodoo covered) or
- warm-blooded Ctis
I like your idea, but it seems that your vision may have a problem filling a gap.
(I wanted to do a "Oglala Sioux" mod concept, but realized that although it would be fun, it wouldn't really be too much different from what was already out there.)
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