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folder icon   12-19-2003, 07:21 PM
Lord of the Rings : War of the Ring Nation Rpg Post #1
the_time_machine

Overlord


Joined: Jul 03 2001
Location: Australia
Posts: 6,353 pos

Lord Of The Rings - War Of The Ring
Lotr Bible
17/12/03



INTRODUCTION

So you've read the books and you've seen the movie yet you didn't like how it ended? you thought it should of ended somewhat different? well heres your chance to change the fate of Middle Earth and the characters in the Lord of the Ring series. This nation rpg will be alot like Utopia and the ever so famous Neo Azeroth. You can choose out of seven races from Middle Earth and battle it out in total war. Be careful though as your actions will have effects, you really can change the outcome of this war and the fate of it's characters so becareful who you trust and who you don't.

Maybe you thought the Elves were gay and that they should all burn? Well heres your chance to hunt them all down and even put a end to there kind for good. Maybe you thought it'd be cool if Frodo got corrupted and fought with the dark side? well thats always a possibility. And maybe you thought it'd be awesome if Arwen took her clothes off? well im afriad i can't help you there.

So join up! Choose your race, choose your hero read up the manual and lets get to battle! It may look complicated but it isn't really, it works on sorta the same system at Utopia and Neo Az so you will get the hang of it pretty easily.



INITIALIZATION

After you sign up your province/nation will begin with 5 workers, 1000 gold, and a hero of your choice. Don't worry you have complete immunity from any sort of attack for 10 turns.


RESOURCES

For your nation to thrive you will need a strong economy to support your military force and enable you to upgrade and tech.
GOLD: - The main resource of the game. One worker will mine 100 gold a turn.
MANA: - Mana is used by heroes to cast spells and skills, heroes have a big impact on the storyline and will defintly help you when your lands are in peril.


UPKEEP

All units count as a certain amount of Population and once u hit a certain population level you must pay tax to retain your army. There are 4 Stages of Upkeep.
UPKEEP STAGE 1 - 0-49 Pop - No Upkeep - No tax, full income per a turn.
UPKEEP STAGE 2 - 50-149 Pop - Low Upkeep - 10% of your income is taxed.
UPKEEP STAGE 3 - 150-249 Pop - Medium Upkeep - 25% of your income is taxed.
UPKEEP STAGE 4 - 250+ Pop - High Upkeep - 50% of your income is taxed.
There is no unit cap limit what so ever.



RACES EXPLAINED

You can select from seven races from Middle Earth. There is no best race and every race has its right to claim to be the best.

HUMANS - (Defensive Turtlers) - Well trained and reduced chance of panicing in battle. But humans are greedy, arrogant and cocky.
HOBBITS - (Guerilla Tactics) - Good scouts, hard to hit and can retreat in battle to prevent further losses. Hobbits tend to be small and weak.
ELVES - (Speedy Hit & Run) - Excellent scouts, improved vision and can travel large distances quicker then the other races.
DWARVES - (Heavy Attacker) - Strong, sturdy and can resist enemy hero spells. Unfortunatly they eat quite alot therefore more population then the other races.
ORCS - (Heavy Attacker) - Strong and viscious orcs will never panic in battle even when outnumbered greatly. Orcs are stubborn and slow.
TROLLS - (Heavy Attacker) - Trolls are very strong and have great resistance to attacks. Decreased eye sight and speed. They also tend to panic in battle alot.
EVIL - (Mass Heavy Attacker) - Raises the chance of enemys army panicing in battle.



HEROES

Heroes are basically units that can level up and get stronger as the game progresses, they gain experience from being in battles or partaking in quests. Heroes are also the only units in the games that can use skills. Skills can be anything from a fighting maneuveur to a sorcery spell. Most skills except for passive ones use up mana which can be restored by either purchasing a item or using your Arcane Tower which we will go into more later.

Sometimes heros fall in glorious battle, but don't worry they can be revived for a small fee of 500 x (level of hero). So if your hero was level 1 it would cost 500 gold to revive them, level 2 1000 gold and so forth.


MILITARY UNITS

The unit list below will follow this guideline: Unit Name - (Att/Def Points) - Price - Population Cost
The race-specific units below will follow this format:
1. Basic melee Unit
2. Ranged unit
3. Advanced melee Unit
4. Siege Unit
5. Special/Unique


HUMANS:
1. Human Pikeman (4/6) $1000 [2 Pop] (10% More Damage Against Advanced Melee Units)
2. Human Ranger (2/6) $800 [2 Pop] (Can Attack Air)
3. Human Swordsman (8/12) $2000 [3 Pop]
4. Ballista (30/1) $3000 [5 Pop] (Siege)
5. Rider of Rohan (22/18) $4000 [5 Pop] (10% More Damage Against Basic Melee Units)


HOBBITS:
1. Hobbit Spearman (2/4) $600 [2 Pop] (10% More Damage Against Advanced Melee Units)
2. Hobbit Sling-Thrower (2/5) $700 [2 Pop] (Can Attack Air)
3. Half-Giant (10/10) $2000 [4 Pop]
4. Halfing Firework Squad (25/1) $2500 [4 Pop] (Siege)
5. Halfling Thief (8/2) $1000 [2 Pop] (Steal ability)


ELVES:
1. Elven Blademan (5/6) $1100 [2 Pop]
2. Elven Archer (3/5) $800 [2 Pop] (Can Attack Air) (10% More Damage Against Air)
3. Elf-Lord (9/11) $2000 [3 Pop]
4. Treant (25/5) $3000 [5 Pop] (Siege)
5. Arch-Druid (10/5) $1500 [4 Pop] (10% More Damage Against Advanced Melee Units)


DWARVES:
1. Dwarven Lancer (9/6) $1500 [3 Pop] (10% More Damage Against Advanced Melee Units)
2. Dwarven Axe-Thrower (3/6) $900 [2 Pop] (Can Attack Air)
3. Dwarven Berserker (20/15) $3500 [5 Pop]
4. Dwarven Explosive Squad (40/1) [5 Pop] (Siege)
5. Dwarven Shield Breaker (30/20) $5000 [6 Pop] (10% More Damage Against Special/Unique Units)


ORCS:
1. Orc Trooper (6/4) $1000 [2 Pop] (10% More Damage Against Advanced Melee Units)
2. Orc Bowman (3/5) $800 [2 Pop] (Can Attack Air)
3. Warg Rider (12/8) $2000 [3 Pop] (10% More Damage Against Special/Unique Units)
4. Orc Battering Ram Team (20/1) $2000 [4 Pop] (Siege)
5. Uruk-Hai (35/15) $5000 [6 Pop]


TROLLS:
1. Troll Runner (7/3) $1000 [2 Pop]
2. Troll Stonehurler (6/4) $1000 [2 Pop] (Can Attack Air)
3. Troll Bonecleaver (15/10) $2500 [3 Pop]
4. Troll Wallcrawler (15/1) $1500 [2 Pop] (Siege)
5. Troll Assasin (25/5) $3000 [3 Pop] (Assasinate Ability)


EVIL:
1. Skeleton Slasher (2/3) $500 [1 Pop]
2. Skeleton Marksman (3/2) $500 [1 Pop] (Can Attack Air)
3. Darkrider (15/15) $3000 [4 Pop] (10% More Damage Against Basic Melee Units)
4. Catapult (30/1) $3000 [5 Pop] (Siege)
5. Nazgul (35/25) $6000 [8 Pop] (Air) (Can Not Be Attacked By Melee)


HEROES

Each race has one to two heroes to choose from, all heroes have 500 attack points and 500 defense points, so 500/500, they also have 100 mana. Each hero has different spells and effects on the storyline so choose wisely.

HUMANS: Aragorn or Faramir
HOBBITS: Frodo or Gandalf
ELVES: Legolas or Arwen
DWARVES: Gimli
ORCS: Grishnakh or Saruman
TROLLS: Gollum
EVIL: The Lord of the Nazgul or Sauron



COMBAT EXPLAINED

Combat is simply done when a province declares an attack on another province. There are 4 Phases of combat. First Spells/Abilites, each Hero from either side can cast spells and abilites to help their army or hurt the enemies. Phase 2 is the Archery/Siege Phase, this is where Ranged and Siege units attack. Phase 3 is when basic melee attack and Phase 4 is when all other units attack. All units do end up entering the battle together just at different times, so you'll want a spread out army that can do well over all phases.

Some heroes and the Hobbit race have the ability to retreat from battle. This basically means that this unit or race are very agile and experts at movement, so if they lose a battle they will recieve lower unit or land losses then someone who didn't have this ability.

Watch out for low morale and panicing as sometimes a few men or even a whole army will panic and freeze in battle, this is very common against the dark evil forces. Make sure you've got skills to keep the hopes of your men high!



BUILDINGS

All provinces no matter the race or hero have the same list of buildings.

City Hall : 500 gold - Gives you 100 defense points. Upgrades to Keep.
Keep : 1000 gold - Gives you 200 defense points. Upgrades to Castle.
Castle : 2000 gold - Gives you 400 defense points.
Barracks : 300 gold - The barracks can produce 3 military units a turn.
Altar of Kings : 350 gold - Enables you to summon and revive heroes.
Guard Tower : 250 gold - Gives you 50 defense points.
Arcane Tower : 500 gold - Arcane Towers will regenerate your heroes mana at 10 mana a turn.
Marketplace : 200 gold - Enables a hero to purchase items.
Statue : 250 gold - Decreases the chance of your troops panicing when under a siege at home base.
Banner : 100 gold - Put in heroes inventory it decreases the chance of your troops panicing in battle.



TECH AND RESEARCH

Its all good and fun to build heaps of barracks and pump military units out but if they don't have sufficient tech upgrades they will easily be slaughtered by better armed forces.

Weapon Upgrade - Every level of upgrade increases all units att points by +1. (Except Heroes)
Level 1 = 1000
Level 2 = 2000
Level 3 = 4000
*NOTE - There is no max level, price doubles each time.


Armour Upgrade - Every level of upgrade increases all units def points by +1. (Except Heroes)
Level 1 = 1000
Level 2 = 2000
Level 3 = 4000
*NOTE - There is no max level, price doubles each time.



NETWORTH

This is the rough total of your Kingdoms value or worth. This will give you a fair idea on who to challenge ect.
The formula for calculating net worth is: 1/2 your total offence pts + 1/2 your total defence pts + 1/2 your total income. (100 off pts, 100 def pts, 250 gold income = 275 net worth)



QUESTS

Every player will have the chance and option to go along in a quest. Quests are very important as they affect the outcome of Middle Earth. It is also a great way to gain experience, find rare items and hire mercenaries. Be warned though these quests are dangerous and few go despite the rewards.

On quests you must take your hero and any units you wish (remember your provinces defense though), it's also advised to bring items and gold just incase.

There are different ways quests are made, the most common is a neutral party (NPC) will want something done or a certain artifact ect, and will "hire" nations to complete the quest in these sort of quests its a every man for themselves situation. All nations can and are encourgaed to partake in this type of quest. Other quests will be restricted to your race or hero. (You won't see Elrond sending Aragorn and The Lord of the Nazgul to Fangorn forest for example) these sort of quests are usually team ones.



ALLIANCES
You may make and break alliances as often as you want. You can send gold, food, items and troops to our allies as well. It'd be wise to get into a alliance fast for protection.



HERO SPELLS AND SKILLS
*NOTE - All heroes have atleast 3-4 skills. Some are passive and are always in affect, others are temporary bonus's while others can do direct damage to your enemies army.These skills are used just before battles are resolved and can change the outcome if used propely. Except passive skills all others require mana and so they don't lose there value in the late game they improve as your hero gains levels.

Aragorn
Kings Honor - The mighty presence of King Aragorn increases your armies defense points by 10 x (Aragorns Level). Lasts for one turn. 30 Mana.

Rally the Troops - Aragorn calls upon a loyal group of King's Knights to come to his aid. He gains 2 x (Aragorns Level) Rider of Rohans. 30 Mana.

Anduril's Fury - A devastating sword attack which can only be used on EVIL units and heroes. Damages multiply targets. Does 5 x (Aragorns Level) damage divided among any number of enemy units. 40 Mana.



Gandalf
Merlins Fire - Gandalf lets loose a deadly fireball that flies across the battlefield. Damages multiply targets. Does 5 x (Gandalfs Level) damage divided among 5 x (Gandalfs Level) enemy units. 40 Mana.

Blinding Light - Gandalf releases a flash of light from his staff. Stuns 10 x (Gandalfs Level) enemy units. 30 Mana.

Gandalf the White - If Gandalf falls in battle he will be revived as Gandalf the White. This can only be used once - and when Gandalf is Gandalf the White whenever he dies he must be revived like any other hero. PASSIVE



Gimli
Gimli's Fury - Gimli gathers his strength and anger and slams the ground. Stuns 10 x (Gimlis Level) enemy units. 30 Mana.

Dwarven Instincts - Gimli and his army have 10 x (Gimlis Level) % chance of resisting enemy hero spells. Lasts for one turn 20 Mana.

Destroy - When Gimli leads a attack against someones Province he gains 10 x (Gimlis Level) % chance of destroying a random guard tower. Lasts for one turn. 20 Mana.



Grishnakh
Berserk - Grishnakh and his army gain +10 x (Grishnakhs Level) attack points but lose -10 x (Grishnakhs Level) defense points. Lasts for one turn. 30 Mana.

Shout - Grishnakh lets out a mighty shout. Increasing his armies movement speed when travelling. Lasts 2 turns. 20 Mana.

Torch - When Grishnakh leads a attack against someones Province he gains 10 x (Grishnakhs Level) % chance of destroying a random building. Lasts for one turn. 20 Mana.



Faramir
Slashing Blow - Faramir goes into a mighty swing damaging adjacent foes. Does 5 x (Faramirs Level) damage divided among any number of enemy units. 40 Mana.

Gondor Horn - The sound of the Gondorian horn gives Faramirs warriors faith. His army has less chance of panicing in fear. Lasts for one turn. 20 Mana.

Racial Hatred - Faramir deals 2x his normal att points to ORC heroes and units. PASSIVE



Frodo
The Ring - Frodo is immune to pyshical damage. Also allows Frodo to retreat from battle except against the Evil race. 20 Mana.

Courageous Mood - Frodo and his army gain +10 x (Frodos Level) defense points but lose -10 x (Frodos Level) attack points. Lasts for one turn. 30 Mana.

Hidden Strike - Frodo has 10 x (Frodos Level) % chance of getting 2x his usual att points in battle. Lasts for one turn. 20 Mana.



Legolas
Forseen - Legolas can detect enemy armies from a far distance. PASSIVE

Speed of Nature - Legolas and his army have increased movement speed. Lasts 2 turns. 20 Mana.

Trueshot - Legolas fires a arrow with such force it damages multiply targets. Does 5 x (Legolas Level) damage divided among any number of enemy units. 40 Mana.



Arwen
Elven Voices - Arwen summons ancient elven voices to haunt and strike fear in the enemy. Enemy army loses 10 x (Arwens Level) defense points. Lasts for one turn. 30 Mana.

Resurrection - Arwen revives 2 x (Arwens Level) random unit/s. (Used after battle) 20 Mana.

Wonderous Waters - Arwen summons a mighty wave of water from a nearby river. Damages multiply targets. Does 5 x (Arwens Level) damage divided among any number of enemy units. 40 Mana.



Saruman
Minor Protection - Saruman can prevent 10 x (Sarumans Level) pyshical or spell damage to him and his troops. Lasts for one turn. 30 Mana.

Convert - Saruman can convert enemy units to his cause. He gains 1 x (Sarumans Level) random unit/s, opponent loses 1 x (Sarumans Level) random unit/s. 30 Mana.

Force of Doom - Saruman uses a dark force to lift enemy units into the air and hurl them back. Does 5 x (Sarumans Level) damage divided among any number of enemy units. 40 Mana.



Gollum
Sneak - Allows Gollum to retreat from battle. 20 Mana.

Gollum's Mark - Gollum can sense the location of enemy armies at great distances. PASSIVE

Suprise Attack - Gollum has 10 x (Gollums Level) % chance of getting 2x his usual att points in battle. Lasts for one turn. 20 Mana



Lord of the Nazgul
Aura of Fear - Makes enemy army have more chance of panicing in army. PASSIVE

Dark Riders - The Lord of the Nazgul summons Dark Riders to his side. He gains 2 x (Lord of the Nazguls Level) Dark Riders. 30 Mana

Dark Strike - The Lord of the Nazgul can do critical damage to Frodo when he puts on the ring. Has 10 x (Lord of the Nazguls Level) % chance of instantly killing Frodo. This can only be used when Frodo uses The Ring ability. 20 Mana.

True Sight - The Lord of the Nazgul can see all invisible, hidden and cloaked units. PASSIVE


Sauron (Ringless)
Spawn of Darkness - Sauron summons a Nazgul to his side. He gains 1 x (Saurons Level) Nazgul. 60 Mana

Ring Whispers - The ring whispers to Frodo causing him to panic and freeze in the spot. Frodo is stunned for 1 turn. 30 Mana

Dark Vision - Sauron haunts Frodo when he puts on the ring. Has 10 x (Saurons Level) % chance of instantly killing Frodo. This can only be used when Frodo uses The Ring ability. 20 Mana.

The Eye - Sauron can see all! Can detect enemy armies and thieves nearby. PASSIVE



ITEMS

There are many treasures in Middle Earth unfortunatly there are so many its hard to keep a track of what can be found. Below is a small list of some of the items out there we were aware of! We will surely add to this as new artifacts and items are discovered.

Rare items are usually certain items or weapons restricted to certain heroes. For example Gandalf can not use the item "Gimlis Battleaxe" just as Gimli can't use the item "Gandalfs Staff" this will promote trade as players try and collect these rare items.

Blade of Gondor - This finely made blade was crafted by the finest blacksmiths in Gondor. Gives +25 att points to wearer.

Coat of Mail - A coat of mail. Gives +25 def points to wearer.

Double Bladed Sword - Gives the wearer +50 att points and +50 def points.

Dwarven Armour - A sturdy piece of armour made somewhere underground. Gives +50 def points to wearer.

Dwarven Axe - A well used axe used by many dwarven warriors. Gives +50 att points to wearer. UNCOMMON

Elven Bow - A finely crafted elven bow. Gives all elven archers +1 def points. UNCOMMON

Elven Cloak - Gives the wearer the ability to retreat from battle. UNCOMMON

Great Shield - Reduces all spell damage done to wearer by 10.

Hobbit Sword - A simple short sword. Gives the wearer +20 att points.

Mana Pot - Restores 30 Mana.

Morgul Blade - A basic Morgul Blade. Gives the wearer +25 att points.

Nazgul Sword - A dark sword used by the Nazgul. Gives the wearer +75 att points and increases enemy units chance of panicing. UNCOMMON

Orchish Dagger - A cheaply made but still deadly Orchish Dagger. Gives the wearer +25 att points.

Scroll of Fireball - A mysterious scroll with writing on it. Enables the user to cast the dangerous spell fireball. UNCOMMON

Stallion of Rohan - A beautiful white steed. Enables the hero and his army to travel across land much quicker. UNCOMMON

Tower Shield - Reduces all spell damage done to wearer by 25.


Aragorns Blade - Gives Aragorn +50 att points and +50 def points. Restricted to Aragorn. RARE

Aragorns Bow - Gives Aragorn +100 att points. Restricted to Aragorn. RARE

Arwens Cloak - All Arwens skills are reduced by 10 Mana in cost. Restricted to Arwen. RARE

Boromirs Horn - Faramir and his troops will never panic in battle. Faramir and every defending unit also get +2 def points. Restricted to Faramir. RARE

Gandalfs Staff - Gives Gandalf +100 Mana. Restricted to Gandalf. RARE

Gimlis Battle Axe - Gives Gimli +100 att points. Restricted to Gimli. RARE

Gimlis Helm - Gives Gimli +100 def points. Restricted to Gimli. RARE

Legolas's Bow - Gives Legolas +100 att points. Restricted to Legolas. RARE

Legolas's Elven Blades - Gives Legolas 5x his normal att points. Restricted to Legolas. RARE

Orc Banner - Gives Grishnakh and every attacking unit in his army +2 att points. Restricted to Grishnakh. RARE

Sarumans Staff - Saruman adds 5 x (Sarumans Level) Damage to his spells when cast. Restricted to Saruman. RARE

Sting - Gives Frodo +100 att points. Does 3x damage to Orcs. Restricted to Frodo. RARE



SIGN UP AND BEGIN!

If you want to sign up just pick a race a hero and we can begin. Just fill out your kingdom and post it in this format.

EXAMPLE:

-Realm of Rohan- the_time_machine
NETWORTH: 675
TURN: 1/1
RACE: Humans
WORKERS: 5
UPKEEP: No Upkeep
----------
Income: 500 per turn
Gold: 1000
----------
BUILDINGS:
None:
----------
MILITARY:
Aragorn (500/500)(100/100 Mana) Level 1
----------
Offense : 500 (Level 1) Total: 500
Defense : 500 (Level 1) Total: 500
----------
ALLIANCES:
Allied with Gondor
----------
WARS:
At war with the Shire



Any problems or queries just private message me and i'll help you out I guess I'll be seeing you on the battlefield then.

Last edited by the_time_machine on 12-21-2003 at 11:32 PM.
Posts: 6,353 pos
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folder icon   12-19-2003, 09:37 PM
Post #2
dimitri583

Faster! More Intense!
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Joined: Feb 25 2001
Location: The Big Onion
Posts: 15,359 negnegnegnegneghighneghighneghighneg

haha awesome! neo azeroth style if i find the time, i just might participate

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folder icon   12-20-2003, 12:25 AM
Post #3
Zuljins-Return

Gargoyle


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Joined: Oct 19 2003
Location: Prince George, British Columbia, Canada
Posts: 1,129 pospospospospos

Sweet! I'm joining... When's the first turn we can build?

____________
-Ithilien Rangers- Zuljins-Return
NETWORTH:
TURN: 1/1
RACE: Humans
POP: 6
WORKERS: 5
UPKEEP: No Upkeep
----------
Income: 500 per turn
Gold: 1000
----------
BUILDINGS:
None:
----------
MILITARY:
Gondor Swordsman - 0
Human Ranger - 0
Rider of Rohan - 0
Faramir (100/100)(50/50 Mana) Level 1
----------
Offense : 100 (Level 1) Total: 100
Defense : 100 (Level 1) Total: 100
----------
ALLIANCES:
Offer alliance to Rohan.
----------
WARS:
At war with Mordor

Last edited by Zuljins-Return on 12-21-2003 at 02:17 AM.
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folder icon   12-20-2003, 02:27 AM
Post #4
the_time_machine

Overlord


Joined: Jul 03 2001
Location: Australia
Posts: 6,353 pos

as soon as we get a few more players, it wont be long cause u can just go ahead with 1-2 turns or so and players can catch up with their turns.

dimitri could u spread the word? the rpg forums been pretty slow lately if u could atleast partake and maybe tell one of your friends, and then theyd tell a friend, and thats like 3 ppl already

oh yea dimitri it wont take much time at all, so join!! maybe like 2-3 mins a day to post ur turn and so forth

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folder icon   12-20-2003, 02:03 PM
Post #5
Zuljins-Return

Gargoyle


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Joined: Oct 19 2003
Location: Prince George, British Columbia, Canada
Posts: 1,129 pospospospospos

This is gonna be sweet once people join.......

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folder icon   12-20-2003, 07:57 PM
Post #6
the_time_machine

Overlord


Joined: Jul 03 2001
Location: Australia
Posts: 6,353 pos

yea alot of ppl think its complex when it isnt really, dimitri might spread the word and im goin to start private messaging the old neo az players who know the basic rules so expect more ppl coming

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folder icon   12-20-2003, 10:09 PM
Post #7
Phantom X

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Joined: Mar 16 2002
Location: Morelia, Michoacan, Mexico (really)
Posts: 1,109 posposposposposhighpos

Me want in, me want in!!! Btw, is it going to have a set tech tree (3 units is kind of low) or can we develop new units?

-Ravagers of the Misty Mountains- Phantom X
NETWORTH: 275
TURN: 0/0
RACE: Trolls
POP: 6
WORKERS: 5
UPKEEP: No Upkeep
----------
Income: 500 per turn
Gold: 1000
----------
BUILDINGS:
None
----------
MILITARY:
Troll Warrior - 0
Troll Stonehurler - 0
Troll Bonecleaver - 0
Gollum (100/100)(50/50 Mana) Level 1
----------
Offense : 100 (Level 1) Total: 100
Defense : 100 (Level 1) Total: 100
----------
ALLIANCES:
None
----------
WARS:
None

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folder icon   12-21-2003, 01:33 AM
Post #8
the_time_machine

Overlord


Joined: Jul 03 2001
Location: Australia
Posts: 6,353 pos

well actually i was thinkin of making it even closer to the neo az style but giving each race 5-6 units ect. ill work on the idea tonight and post something later, see what ppl like better ect.

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folder icon   12-21-2003, 02:21 AM
Post #9
Zuljins-Return

Gargoyle


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Joined: Oct 19 2003
Location: Prince George, British Columbia, Canada
Posts: 1,129 pospospospospos

W00T! Just saw the movie... damn Peter Jackson to Hell... the movie was too short to accurately bring the book to life....[ stupid Jackson.... wonder if he's related to Micheal Jackson? ]

Anyway... I changed my nation from Gondor to "Ithilien Rangers", because, technically, that's what Faramir leads... although he also leads Gondor in part... meh, anyway.... w00t! Trolls are in... they die if they try to attack me *aims bow....*... ... can ya tell I'm tired?(it's 12:20 AM, after all)

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folder icon   12-21-2003, 02:43 AM
Post #10
the_time_machine

Overlord


Joined: Jul 03 2001
Location: Australia
Posts: 6,353 pos

hows this, if u guys want it back the old way, or sumthing just say.
-------------
MILITARY UNITS

The unit list below will follow this guideline: Unit Name - (Att/Def Points) - Price - Population Cost
*NOTE: Remember attacking points are used when you attack, while defence points are used when you defend a attack.
The race-specific units below will follow this format:
1. Basic melee Unit
2. Ranged unit (Can attack air)
3. Advanced melee Unit
4. Siege Unit
5. Special/Unique


HUMANS::
1. Human Warrior (4/6) $1000 [2 Pop]
2. Human Ranger (2/6) $800 [2 Pop]
3. Human Swordsman (8/12) $2000 [3 Pop]
4. Ballista (30/1) $3000 [5 Pop]
5. Rider of Rohan (18/22) $4000 [4 Pop]


HOBBITS::
1. Hobbit Miltia (2/4) $600 [2 Pop]
2. Hobbit Spearman (2/5) $700 [2 Pop]
3. Half-Giant (10/10) $2000 [3 Pop]
4. Halfing Firework Squad (25/1) $2500 [4 Pop]
5. Halfling Thief (8/2) $1000 [2 Pop] (Steal ability)


ELVES::
1. Elven Blademan (5/6) $1100 [2 Pop]
2. Elven Archer (3/5) $800 [2 Pop]
3. Elf-Lord (9/11) $2000 [3 Pop]
4. Treant (25/5) $3000 [5 Pop]
5. Arch-Druid (10/5) $1500 [2 Pop]


DWARVES::
1. Dwarven Guard (9/6) $1500 [3 Pop]
2. Dwarven Axe-Thrower (3/6) $900 [2 Pop]
3. Dwarven Berserker (20/15) $3500 [4 Pop]
4. Dwarven Explosive Squad (40/1) [5 Pop]
5. Dwarven Shield Breaker (30/20) $5000 [5 Pop]


ORCS::
1. Orc Trooper (6/4) $1000 [2 Pop]
2. Orc Bowman (3/5) $800 [2 Pop]
3. Warg Rider (12/8) $2000 [3 Pop]
4. Orc Battering Ram Team (20/1) $2000 [4 Pop]
5. Uruk-Hai (35/15) $5000 [4 Pop]


TROLLS::
1. Troll Runner (7/3) $1000 [2 Pop]
2. Troll Stonehurler (6/4) $1000 [2 Pop]
3. Troll Bonecleaver (15/10) $2500 [3 Pop]
4. Troll Wallcrawler (15/1) $1500 [2 Pop]
5. Troll Assasin (25/5) $3000 [3 Pop] (Assasinate Ability)


EVIL::
1. Skeleton Slasher (2/3) $500 [1 Pop]
2. Skeleton Marksman (3/2) $500 [1 Pop]
3. Darkrider (15/15) $3000 [3 Pop]
4. Catapult (30/1) $3000 [5 Pop]
5. Nazgul (35/25) $6000 [5 Pop] (Air)

Last edited by the_time_machine on 12-21-2003 at 02:49 AM.
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folder icon   12-21-2003, 04:08 PM
Post #11
Dark Jester

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Questions

Heroes - Is there a limit? i would assume since each hero is an individual, there can only be one "Saruman", but can they also have a grishnak. Also i think the Dwarves/Evil need a 2nd hero. Especially Sauron, i figured you would have a version of Sauron(Ringless).

Spells

Slashing Blow - Faramir goes into a mighty swing damaging adjacent foes. Does 5 x (Faramirs Level) damage divided among 5 x (Faramirs Level) enemy units.

Faramir lvl 5
Damage:5x5=25
Divided among:5x5=25

That means 25 units take one damage, which would kill nothing. I would assume you mean. 5x5=25 divided among ANY NUMBER of units your enemy controls. I see no point in dealing a 25 defense unit 1 damage.


Resurrection - Arwen revives 2 x (Arwens Level) random unit/s. (Used after battle) 20 Mana.
+
3. Elf-Lord (9/11) $2000 [3 Pop]

This means Arwen could ressurect possibly 20 Elven Lords, this results in 20 mana = 40,000 gold. This appears to be a broken spell, and i would assume it would be resructured.



EVIL::
1. Skeleton Slasher (2/3) $500 [1 Pop]
2. Skeleton Marksman (3/2) $500 [1 Pop]
3. Darkrider (15/15) $3000 [3 Pop]
4. Catapult (30/1) $3000 [5 Pop]
5. Nazgul (35/25) $6000 [5 Pop] (Air)

Ok, this is deal here. Since i see you went each 1 point of Off/Def = 100$, then i know that all my */* is actually irrelevent, i know that i am either looking for my highest Offensive/Defensive units that are POPULATION EFFECIENT. this eliminates a mixed army. Simply looking at evil *Who i am interested in being* i can tell that Slashers, Marksmen, Darkriders, and Catapults are worthless. I know from Neo-Az that these games are based off the effeciency of your economy, so i would buy the unit that is a 60 point tank with flying that costs 5 population.

It comes down to this equation.

Off/Pop = X
If Unit A's X is < Unit B's X, then Unit A is worthless.

Lets see
2/1 = 2
35/5 = 7
2<7
This means that per population, a skeleton slasher gets me 2 Off per pop, yet a Nazgul gets me 7 Off per pop, so i have no reason to get the slasher.

A variation of Popultion/Offense/Defense is hard to find and yet be equal.

The main reason many people avoided big units before was the *You lose 30% of your army* so you wanted smaller guys that weren't affected as much.


Quests - Will there be any? How will they be run? Will it be single World-Wide scale quests or you can go on your own?

Battles - I think there should be an improvement over the Neo-Azeroth battle system. The whole 1 turn to march, 1 turn to battle, 1 turn to come back was lame as hell. I think a system like "Suikoden II" would be nice, something that involces singular troop movement/actions on the battlefield, and also battlefield reports/layouts would be nice. Something besides "I am attacking trolls, my Offense is XXXX, Let me know the results".

Battles 2 - How will damage/territroy lost be decided. Dimitri claism he did it all by dice or something like that, but that sounded gay, i think he just winged it. A system of damage would be nice, also unit types should come into play.

Ex: Pikemen > Calvary > Archers > Pikemen.

Something simple like that, which would entwine with "Battles" paragraph above.

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Last edited by Dark Jester on 12-21-2003 at 04:14 PM.
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folder icon   12-21-2003, 04:54 PM
Post #12
Vasilisk

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When is the deadline to join?

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folder icon   12-21-2003, 06:14 PM
Post #13
Zuljins-Return

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Quote:
Originally Posted by Dark Jester


Resurrection - Arwen revives 2 x (Arwens Level) random unit/s. (Used after battle) 20 Mana.
+
3. Elf-Lord (9/11) $2000 [3 Pop]

This means Arwen could ressurect possibly 20 Elven Lords, this results in 20 mana = 40,000 gold. This appears to be a broken spell, and i would assume it would be resructured.




... And you came up with that how? obviously Resurrection only applies to units that were killed. So, unless 20 elf Lords really died, she couldn't suddenly get 20 out of thin air. And it's RANDOM Units. So it would be something like this:

3 Elf Lords, 2 Elven Blademan, and 4 Elven Archers die.
Arwen is level 4, and casts resurrection.
Now, a RANDOM 8 of those units is resurrected. So... let's say 2 lords, all the blademen, and all the archers.

It wouldn't work if there were only 3 total lords that were in the army in the first place to get the twenty you mentioned.. Use LOGIC. And who's really going to be able to pay for 20 elf lords until later when we can actually attack eachother, eh??? And to me, this spell is perfectly balanced. Elves have fairly expensive units, so they have every right to revive 'em. Of course, if there actually were 20 lords that had died, and Arwen was level 10, then yes, it would be possible to get 20 back. But don't think too much. Just play and kill other peoples armies. That simple, far as I'm concerned.

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folder icon   12-21-2003, 08:20 PM
Post #14
the_time_machine

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Location: Australia
Posts: 6,353 pos

well firstly vasilisk there is no deadline yet, im still trying to fix the rules and everything, if u guys want to help im all for it, hopefully it should be ready by boxing day 26th when lotr is out for public.

ok for the quests jester ive got a small paragraph above on my first post kind of explaining the 2 type of quests i plan on.

ok thanks darkjester for find rule holes there r quite a few as i quickly wrote it up in like 1-2 nights.

i was goin to give evil sauron as a hero but i never got round to it, and i was thinkin of giving a 2nd hero to dwarves i just couldnt think of one

and yes jester for the faramir thing i ment any number i should of clarified it
arwens special is ment to be random units aswell i should of clarifed it to

now to ur combat and unit thing, i wrote those units up extremely quickly so i was planning on tinkering them, specially nazgul as they are flying and only ranged can attack them.

Also so all units would seem valuable i was goin to put in a sort of system where units perform beter against others ect.

Also for combat system i was thinkin of a sort of multi phase one like when 2 armies meet. first they each trade range and siege damage, then the melee and then the advanced melee meet.

so if u just concentrated on say melee, someone with range and melee would easily beat u as in the first phase there archery would pick u off.

as you can see im still working on things, ill post the stuff ive changed and if any of u can check it for holes id be very appreicated

-------------------------------------------------------
UPDATE:

ok i tinkered with some units population and stuff, basically certain units have bonuses against other units. for example although the Swordsman is more worth while money wise, the Pikeman does 10% to Advanced Melee Units.

so atleast most units have a purpose to be used i think if anyone wants to check then im all willing .

Last edited by the_time_machine on 12-21-2003 at 09:12 PM.
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folder icon   12-21-2003, 09:18 PM
Post #15
the_time_machine

Overlord


Joined: Jul 03 2001
Location: Australia
Posts: 6,353 pos

COMBAT EXPLAINED

Combat is simply done when a province declares an attack on another province. There are 4 Phases of combat. First Spells/Abilites, each Hero from either side can cast spells and abilites to help their army or hurt the enemies. Phase 2 is the Archery/Siege Phase, this is where Ranged and Siege units attack. Phase 3 is when basic melee attack and Phase 4 is when all other units attack. All units do end up entering the battle together just at different times, so you'll want a spread out army that can do well over all phases.



MILITARY UNITS

The unit list below will follow this guideline: Unit Name - (Att/Def Points) - Price - Population Cost

The race-specific units below will follow this format:
1. Basic melee Unit
2. Ranged unit
3. Advanced melee Unit
4. Siege Unit
5. Special/Unique


HUMANS:
1. Human Pikeman (4/6) $1000 [2 Pop] (10% More Damage Against Advanced Melee Units)
2. Human Ranger (2/6) $800 [2 Pop] (Can Attack Air)
3. Human Swordsman (8/12) $2000 [3 Pop]
4. Ballista (30/1) $3000 [5 Pop] (Siege)
5. Rider of Rohan (22/18) $4000 [5 Pop] (10% More Damage Against Basic Melee Units)


HOBBITS:
1. Hobbit Spearman (2/4) $600 [2 Pop] (10% More Damage Against Advanced Melee Units)
2. Hobbit Sling-Thrower (2/5) $700 [2 Pop] (Can Attack Air)
3. Half-Giant (10/10) $2000 [4 Pop]
4. Halfing Firework Squad (25/1) $2500 [4 Pop] (Siege)
5. Halfling Thief (8/2) $1000 [2 Pop] (Steal ability)


ELVES:
1. Elven Blademan (5/6) $1100 [2 Pop]
2. Elven Archer (3/5) $800 [2 Pop] (Can Attack Air) (10% More Damage Against Air)
3. Elf-Lord (9/11) $2000 [3 Pop]
4. Treant (25/5) $3000 [5 Pop] (Siege)
5. Arch-Druid (10/5) $1500 [4 Pop] (10% More Damage Against Advanced Melee Units)


DWARVES:
1. Dwarven Lancer (9/6) $1500 [3 Pop] (10% More Damage Against Advanced Melee Units)
2. Dwarven Axe-Thrower (3/6) $900 [2 Pop] (Can Attack Air)
3. Dwarven Berserker (20/15) $3500 [5 Pop]
4. Dwarven Explosive Squad (40/1) [5 Pop] (Siege)
5. Dwarven Shield Breaker (30/20) $5000 [6 Pop] (10% More Damage Against Special/Unique Units)


ORCS:
1. Orc Trooper (6/4) $1000 [2 Pop] (10% More Damage Against Advanced Melee Units)
2. Orc Bowman (3/5) $800 [2 Pop] (Can Attack Air)
3. Warg Rider (12/8) $2000 [3 Pop] (10% More Damage Against Special/Unique Units)
4. Orc Battering Ram Team (20/1) $2000 [4 Pop] (Siege)
5. Uruk-Hai (35/15) $5000 [6 Pop]


TROLLS:
1. Troll Runner (7/3) $1000 [2 Pop]
2. Troll Stonehurler (6/4) $1000 [2 Pop] (Can Attack Air)
3. Troll Bonecleaver (15/10) $2500 [3 Pop]
4. Troll Wallcrawler (15/1) $1500 [2 Pop] (Siege)
5. Troll Assasin (25/5) $3000 [3 Pop] (Assasinate Ability)


EVIL:
1. Skeleton Slasher (2/3) $500 [1 Pop]
2. Skeleton Marksman (3/2) $500 [1 Pop] (Can Attack Air)
3. Darkrider (15/15) $3000 [4 Pop] (10% More Damage Against Basic Melee Units)
4. Catapult (30/1) $3000 [5 Pop] (Siege)
5. Nazgul (35/25) $6000 [8 Pop] (Air) (Can Not Be Attacked By Melee)

Last edited by the_time_machine on 12-21-2003 at 11:32 PM.
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folder icon   12-21-2003, 10:49 PM
Post #16
Zuljins-Return

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Shouldn't the Riders of Rohan have higher attack then defense, since they are mounted... and mounted troops aren't exactly the best at defense, and are mainly used as "shock troops" in all circumstances.

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folder icon   12-21-2003, 11:10 PM
Post #17
Altherak

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-Realm of Gondolin- Altherak
NETWORTH: 675
TURN: 0/0
RACE: Humans
WORKERS: 5
UPKEEP: No Upkeep
----------
Income: 500
Gold: 1000
----------
BUILDINGS:
None:
----------
MILITARY:
Aragorn (500/500)(100/100 Mana) Level 1
----------
Offense : 500 (Level 1) Total: 500
Defense : 500 (Level 1) Total: 500
----------
ALLIANCES:
None
----------
WARS:
None

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folder icon   12-21-2003, 11:34 PM
Post #18
the_time_machine

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made a note of that and changed it, ok we got round 6-7 ppl who are interested in playing, we could start some turns, try spread the word so we can get a few more id like round 10-15+.

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folder icon   12-21-2003, 11:49 PM
Post #19
Zuljins-Return

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Uh... how that many people? Everyone needs a hero, but the way it's set up, we can't have 10-15 people playing and all of them having a Unique LotR hero... unless you're allowing Doubles, which would be stupid...

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folder icon   12-22-2003, 02:17 AM
Post #20
the_time_machine

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there r 12 heroes out of all, i can always make more like eomer or his sister, or king theoden ect. i can make them when i need them ect.

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folder icon   12-22-2003, 11:41 AM
Post #21
Vasilisk

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A lot of problems with this list. Most of these units don't make sense. A Troll assassin? Since when!? They are huge! Would really suck at assasination. So I took the liberty of editing your list. Let me know what you think. And special units should be left up to the nation. For example. the Rohan should have the riders, sure. But why should there be riders for Gondor? And Faramir's rangers (if you choose to use a different nation) should have a different special unit than Gondor. A force with a special unit for Osgialath (don't want to look up spelling) and a force with a special unit for Gondor.

HUMANS:
1. Human Pikeman
2. Human Bowman
3. Human Warrior
4. Trebuchet
5. SPECIAL (possible Rider of Rohan, Gondorian Knight, Rangers)

COMMENTS: I would put Knights in for the Advanced Melee, but that is up to you.

ELVES:
1. Elven Spearmen
2. Elven Archer
3. Elven Swordman
4. Ballista
5. SPECIAL

COMMENTS: I hate having an Ent as siege, let alone Treant. Your only other choice is a ballista. The ents would never ally with anyone. There are no archdruids in Elven mythos.

DWARVES:
1. Dwarven Shield Breaker
2. Dwarven Axe-Thrower
3. Dwarven Berserker
4. Dwarven Explosive Squad
5. SPECIAL (possible Khazad Guard)

ORCS:
1. Orc Fighter
2. Orc Archer
3. Urak Hai
4. Orc Battering Ram Team (20/1) $2000 [4 Pop] (Siege)
5. SPECIAL (possible Orc Beserker)

GOBLINS:
1. Goblin Spearman
2. Goblin Bowman
3. Goblin Warrior
4. Goblin Catapault
5. SPECIAL (possible Goblin Drummer, Goblin Shaman)
COMMENTS: Goblins and Orcs are distinctive. Goblins must be used in reference to the Misty Mountains and surrounding area. Moria especially. Give goblins the choice of Warg Rider)

TROLLS:
1. Cave Troll Club
2. Cave Troll Stonehurler
3. Stone Troll Bonecleaver
4. Stone Troll Stonehurler
5. Special
COMMENTS: oh boy. This might be impossible to use. Good luck. Trolls are huge. You should never be allowed to have more than say 10.



COMMENTS ON EVIL: Have Evil be the bad guy. Having it playable goes against the themes of the Lord of the Rings. Any group can be evil. This goes to say that dwarves can be evil. Men can be evil.

I really want to take an active role in this. My apologies Time_Machine if I am being offensive. But I am just going to ramble.

There should be two factions. One Free Peoples and One Darkness. Trolls, Goblins, and Goblins must choose the side of Darkness. Elves and Dwarves must choose the side of the Free. But in man, there is the choice. If anyone wants to be evil, the units can be slightly modified. This includes the chance to play as Rohan, Gondor, or at the same time as Haradrim, Dunlands, and the darker side.

I left out hobbits because they have no military presence. I left out evil because it should be on a grander scale. The Nazgul should play as a neutral force on the side of Evil, and the Istari should play as a neutral force on the side of Good.

Concerning battles, I would prefer to have legions. Instead of units, have armies consisting of one company of so and so and three companies of so and so. That way, you explain the fact that it takes forty elves to take out one troll. A troll company consists of two or three while a human company can consist of 100 or 200.

Please comment.

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folder icon   12-22-2003, 12:15 PM
Post #22
Phantom X

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To say the truth, I prefer vasilisk's units and races ideas, they're much more LOTRingy and make a lot more sense. Personally I'd suggest for each player to make their own hero/special unit so there's no limit to player max. And stay away from huge nations like Gondor/Aragorn, etc., have them be npcs and have the players be like strongholds, or bands of uruk-hai. I'd suggest msn for hero development, and if we do follow this rule, I will still want to be trolls (but I don't want Gollum).

Here's my idea for the troll list. I had trolls cost use a lot of of pop, but cost 500 gold less than a normal unit of their size would.

TROLLS:
1. Cave Troll Clubber (10/10) [4 Pop] $1500 (10% More Damage Against Basic Melee)
2. Cave Troll Stonehurler (8/4) $700 [3 Pop] (Can Attack Air) (10% More Damage Against Air)
3. Stone Troll Bonecleaver (20/10) $2500 [8 Pop] (10% More Damage Against Basic Melee)
4. Stone Troll Stonehurler (12/5) $1200 [4 Pop] (Siege) (Can Attack Air) (10% More Damage Against Basic Melee)
5. Special

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folder icon   12-22-2003, 03:14 PM
Post #23
Zuljins-Return

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I like Vask's too... and I think some of the "lesser" characters(Faramir, Eomer, Gothmog II(pink orc with tumor in movie) for example) should still be playable. And, I think depending on what you are(Ithilien Rangers, Uruk Hai, Moria Goblins) you should be able to customize the units a tiny amount, like this:

(Hoping this is fair...)
This is one for Gondor/Ithilien Rangers(I'm the rangers...)
HUMANS:
1. Gondor Swordsmen [pop2]$900 (6/3, +1 attack point when attacking pikes/spears)
2. Gondor Archer [pop2]$900 (3/6, +1 attack point when fighting Air)
3. Gondor Knight [pop4]$1700 (11/6, -1 Attack point when fighting enemies with spears/pikes)
4. Trebuchet [pop8]$2100 (20/1)
5. SPECIAL- South Dunedain [pop3]$2500 (15/10, +2 attack points when fighting Orcs, can attack Air)

Or, for Gondor's Special:

5: SPECIAL- Citadel Gaurd [pop3]$3100 (19/12, immune to panicing)

Oh, and if this is fair to you Time, this list is mine, with Faramir as hero...

Edit-prices fixed... I think that we should make it 50$ a point...

Last edited by Zuljins-Return on 12-23-2003 at 12:28 AM.
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folder icon   12-22-2003, 09:16 PM
Post #24
the_time_machine

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Location: Australia
Posts: 6,353 pos

first of all thanks for ur inputs i really need some help on ideas and so forth.

next i think its a good idea the system sorta like red alert, where there r like 4-5 units everyone has on the human race, then depending on wat nation u chose is a unique one ect.

both ur lists look good but we'd have to tinker with them, im planing on using $100 per a point, so a archer say with 2/6 would be $800.
then weve got to make sure the point per population is fair like darkjester said above.


ive added vask to icq and if u phantom x or zuljin have icq ill add u to if u want, u guys seem to have a better lotr knowledge then i do despite the fact ive read the book . seeing that i want this rpg ready round the time lotr comes out if u guys could contribute to making a balanced unit list where every unit is valuable would be appreciated.

im goin to tinker round this some ideas ill post when something has been achieved

just a note im not sure if i want hobbits in or not, i sorta want them in like utopia for the stealing and assasinating theme, but theyd get trampled in open combat, hmmm they could defend tho i guess i dont know

Last edited by the_time_machine on 12-22-2003 at 09:21 PM.
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folder icon   12-22-2003, 10:28 PM
Post #25
Zuljins-Return

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You have MSN Time_Machine? This is mine:
alphawolf_999@hotmail.com

I don't have ICQ... just MSN.

Yeah, I'll help make sure the army lists are valid and stuff... shouldn't be that hard. Long as someone doesn't try and uber up their special choice, it shouldn't be that hard to keep it fair...

Quick side note: I think that each area should have different troops as well. For example, the garrison at Osgiliath would have a more defense focused troop garrison than at Minas Tirith, because it is attacked more:
Osgiliath Swordsmen(5/4)$900[pop2]
Minas Tirith Swordsmen(6/3)$900[pop2]

Think it would work? Or would that be too complicated?

Edit--->
I think it should be 50$ a point, after editing the prices up top... it just seems to work better. I mean, spending nearly 1000$ for something that only has 6/3 or 3/6 doesn't seem very balanced... it would take forever for us to get up to higher army sizes. 50$ seems fairer... 450$ for a 6/3, 3/6, 5/4, 4/5 etc. seems more fair than spending 900$...

Last edited by Zuljins-Return on 12-22-2003 at 10:52 PM.
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folder icon   12-22-2003, 10:45 PM
Post #26
Vasilisk

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What is your AIM time?

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folder icon   12-23-2003, 12:31 AM
Post #27
the_time_machine

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Location: Australia
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i just got aim then, i swear every god damn name is in use, so using my creative instinct i selected a name no one would have, i present my aim name dan28392098

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folder icon   12-23-2003, 12:48 AM
Post #28
Zuljins-Return

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Location: Prince George, British Columbia, Canada
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Time, do you have MSN?

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folder icon   12-23-2003, 02:00 AM
Post #29
the_time_machine

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i do somewhere i use it occasionally when i have the time. its
freak_on_a_leah_43@hotmail.com

vask whats ur aim? i posted mine above

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folder icon   12-23-2003, 07:59 AM
Post #30
Phantom X

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Quote:
Originally Posted by the_time_machine
ive added vask to icq and if u phantom x or zuljin have icq ill add u to if u want, u guys seem to have a better lotr knowledge then i do despite the fact ive read the book . seeing that i want this rpg ready round the time lotr comes out if u guys could contribute to making a balanced unit list where every unit is valuable would be appreciated.

I've read the triliogy about 5 times, and the hobbit 3 times, and half the silmallarion and unfinished tales .

100 per point is because if not people get flooded in units, and it gets to be very lopsided game.

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folder icon   12-23-2003, 01:42 PM
Post #31
Zuljins-Return

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Phantom, at 100 per point, it would take two turns to get your amount to get ONE warrior or archer at the current stat points. At 50, you would at least be able to get some defenses up before they can reach you...

I added you to my MSN, it thinks you don't have it... sent that stupid email thing. Might just be you dont have MSN 6.1

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folder icon   12-23-2003, 01:43 PM
Post #32
Vasilisk

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Let's see. I've read the books every single summer since I was in the third grade (excluding fourth because it took me a whole year to finish it the first time). It was such an amazing experience. I finished the third one and picked up the first one and continued reading with no interruption. Time, I added you. I'll IM when you are on.

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folder icon   12-23-2003, 02:49 PM
Post #33
Arctic_Sniper

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Yo TM, the Lord of the Nazgul is Er Murazor the Witch King, have some authenticity eh? Also, how about a Gondorian Swordsman for the humans instead of something else?

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folder icon   12-23-2003, 08:19 PM
Post #34
the_time_machine

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might be planning to do something like red alert 2, where say all human nations (rohan,gondor) have the same 4 units, then they each have 1 unique unit each or sumthing,


not exactly sure yet

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folder icon   12-23-2003, 09:24 PM
Post #35
Vasilisk

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Let people pick their own units. Hell, why not? As long as we balance them.

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