Extended Era revived - version 36
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I just stated that I like the idea I am and was barely involved in balance. So I won't interfere here likewise (at least not much I tend to have an opinion like anyone else on the forums, so what beat me
) .
The reason why they should get it? Who cares but I won't argue about it if it is too dangerous or messes too much with the balance.

The reason why they should get it? Who cares but I won't argue about it if it is too dangerous or messes too much with the balance.
... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
I don't like the >1 range... It can apply on too many unit IMHO and you start to loose the feeling that ability works near the "leader".
In fact the idea i had behind protection was to give some kind of leadership to this faction, but something that applies more on defense and doesn't boost the damage dealt (since they already got high damage it would be probably too much).
So they have a different kind of leadership that applies on defense instead of offense. Near their flagbearers, the Aragwaithi would defend harder in order to save them from their foes.
That's my view of the background of that ability.
Maybe this can give some ideas to make the descriptions of the Flagbearer line
In fact the idea i had behind protection was to give some kind of leadership to this faction, but something that applies more on defense and doesn't boost the damage dealt (since they already got high damage it would be probably too much).
So they have a different kind of leadership that applies on defense instead of offense. Near their flagbearers, the Aragwaithi would defend harder in order to save them from their foes.
That's my view of the background of that ability.
Maybe this can give some ideas to make the descriptions of the Flagbearer line

"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!"
-- xtifr

Flavorfully, I like the range bonus idea, however it may open a door that we don't ever want to open: ranged effects. Archers, which are ranged, still have to be adjascent to attack something, I think this was a precedent that was decided a while ago, possibly for good reason.
And true, the difference between 20% and 10% usually doesn't come into play.
And true, the difference between 20% and 10% usually doesn't come into play.

"If you love something - set it free. If it doesn't come back - hunt it down and kill it."
I understand the not wanting the >1 range for the bearers, it was just an option to explore.
I think, perhaps, I play on largish maps? and so the 'localization' effect of the Aragwaith (whom I play almost more than anything else) never comes to bear fruit.
My bearer, for all his wonderful speed, never gets to where I need him, at the time I needed him.
The literal 1 hex range becomes a pain then as it bogs down any attempt at mobile war.
A larger radius (effectively) would provide the much needed boost to mobility, while still centering around the unit.
I See it as perfectly fitting in with the "Rally round the leader" defensive concept, except that now your leader is a bit more mobile, a bit more defensible (takes longer to get to him when units are in your way) and it makes a great "landing platform" for all sorts of units to retreat to.
When, on the very rare occasion I get a flagbearer - he is either almost immediately killed (lest his bonuses are given) or on the rare occasion he does survive, he's out of the war as it moves elsewhere. As a fall back point, a village is still superior, extended range would change that.
I don't think he should be faster, just more useful. (I've seen King flagbearers be rendered useless by clever maneuvering and exploitation of being unable to cover everyone.) Extending the range doesnt change that, it just makes it more difficult.
Anyway - that was my brief (and needless) reasoning behind the idea. I doubt it'll change minds, but perhaps it'll spawn something new and interesting.
-Qes
I think, perhaps, I play on largish maps? and so the 'localization' effect of the Aragwaith (whom I play almost more than anything else) never comes to bear fruit.
My bearer, for all his wonderful speed, never gets to where I need him, at the time I needed him.
The literal 1 hex range becomes a pain then as it bogs down any attempt at mobile war.
A larger radius (effectively) would provide the much needed boost to mobility, while still centering around the unit.
I See it as perfectly fitting in with the "Rally round the leader" defensive concept, except that now your leader is a bit more mobile, a bit more defensible (takes longer to get to him when units are in your way) and it makes a great "landing platform" for all sorts of units to retreat to.
When, on the very rare occasion I get a flagbearer - he is either almost immediately killed (lest his bonuses are given) or on the rare occasion he does survive, he's out of the war as it moves elsewhere. As a fall back point, a village is still superior, extended range would change that.
I don't think he should be faster, just more useful. (I've seen King flagbearers be rendered useless by clever maneuvering and exploitation of being unable to cover everyone.) Extending the range doesnt change that, it just makes it more difficult.
Anyway - that was my brief (and needless) reasoning behind the idea. I doubt it'll change minds, but perhaps it'll spawn something new and interesting.
-Qes
Flagbearer Description Flavor Txt.
"Heroes of the spear line, some men rise above others proving their worth and their valor. Honored by their fellows, and trusted by their comrades, these brave champions become Flagbearers. The rallying call of the Flagbearer as he sways his standard high has prevented the destruction of more Aragwaithi armies in more battles than all the healer's of the Warlock towers. As men rush to the aid of their flag and their leader - morale, their resolve itself, forms a steel wall through which armies crash against fruitlessly time and time again. While comforting to the Aragwaith, enemies who catch sight of a Flagbearer know a dauntless foe approaches."
Captain Description Flavor Txt.
"Flagbearers who've seen too of little of home and so much of war often become captains. Father's to their armies, these lords of the field care for their men as they would their own children. Many times more so, as some have never been blessed with going home. Always onward these dutiful soldiers march, always their standards held fast and high."
-Qes
"Heroes of the spear line, some men rise above others proving their worth and their valor. Honored by their fellows, and trusted by their comrades, these brave champions become Flagbearers. The rallying call of the Flagbearer as he sways his standard high has prevented the destruction of more Aragwaithi armies in more battles than all the healer's of the Warlock towers. As men rush to the aid of their flag and their leader - morale, their resolve itself, forms a steel wall through which armies crash against fruitlessly time and time again. While comforting to the Aragwaith, enemies who catch sight of a Flagbearer know a dauntless foe approaches."
Captain Description Flavor Txt.
"Flagbearers who've seen too of little of home and so much of war often become captains. Father's to their armies, these lords of the field care for their men as they would their own children. Many times more so, as some have never been blessed with going home. Always onward these dutiful soldiers march, always their standards held fast and high."
-Qes
Last edited by Qes on August 22nd, 2007, 8:58 pm, edited 1 time in total.
Thanks !
If you want to do more here is the current list of Aragwaithi units without description :
- Ancient Banner (lvl 4 Flagbearer)
- Pikeman (lvl 2)
- Guardian (lvl 3 Pikeman)
- Scout (lvl 1 horse rider)
- Lancer (lvl 2 horse rider)
- Silver Shield (lvl 3 horse rider)
- Wizard (lvl 2 warlock)
If you want to do more here is the current list of Aragwaithi units without description :
- Ancient Banner (lvl 4 Flagbearer)
- Pikeman (lvl 2)
- Guardian (lvl 3 Pikeman)
- Scout (lvl 1 horse rider)
- Lancer (lvl 2 horse rider)
- Silver Shield (lvl 3 horse rider)
- Wizard (lvl 2 warlock)
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!"
-- xtifr

Ancient Banner TxtNoyga wrote:Thanks !
If you want to do more here is the current list of Aragwaithi units without description :
- Ancient Banner (lvl 4 Flagbearer)
- Pikeman (lvl 2)
- Guardian (lvl 3 Pikeman)
- Scout (lvl 1 horse rider)
- Lancer (lvl 2 horse rider)
- Silver Shield (lvl 3 horse rider)
- Wizard (lvl 2 warlock)
"Many call them old wives tales, still other's have sworn to have seen one. The Ancient Banners are from the beginnings of the Aragwaithi people. Men have traveled far and wide to find them. But the Ancient Banners are only blessed on the Captains who have served their people for a life time. Always found outside their tent, from some mysterious donor, the Ancient Banners of the Aragwaith are impossible to deny, and the Captians who take them up - become legends permanently themselves."
Pikeman Txt
"There are men who fight for home, there are men who fight for their people, and then there are men who fight because they like to fight. The pikeman is a man who during his time along the spear line fell in love with his particular weapon. Having seen its use against heavy horse and infantry alike, he perfects his craft and becomes the bane of any mounted enemy. Men who take up the pike particularly enjoy the sight of once confident heavy horse cavalry becoming skittish at the sight of himself across the battlefield."
Guardian Txt
"Banner'smen protect the people, a guardian protects an idea. So the motto goes among the Guardians. Having brought down more of the enemy than others, these exalted men of the spear are able to hold the line single handedly. When they take the field of battle, they are an entire spear line unto themselves. Their's is the line in the sand that none shall cross, they are the guardians of the Aragwaith."
Scout Txt
"A fine idea it is, putting a man on a horse with a spear. But to put him out there among the heavy horsemen without lance, without armor is madness. Or so the conventional wisdom goes. The Aragwaithi ignore such stagnant thought, where the enemy sees weakness, the Scout sees flexibility, mobility and speed."
Lancer Txt
"Braver scouts have been known to engage in open combat enough to be a threat to other scouts. These men are quickly taken out of the scout ranks and given heavier armor and a lance. The Aragwaithi know they cannot afford their scouts to harbor such men, so they give them their own tasks of devastating enemy lines - as they seem to prefer that anyway."
Silver Shield txt
"When wisdom is blessed on a person who is already brave, prudence is born. The Silver Shield is the manifestation of this idea. Having been a scout and then a lancer, these men both understand tactics and bravery. Given to caution and the responsibilities of caring for other units in combat, these men have been known to save men of lesser skill at the cost of their own lives. One such man's dying words were thus: 'I would not weep for the army, I have saved their next Silver Shield who is younger and stronger, than I.'"
Wizard Txt
"Warlocks are adept at starting things on fire and helping their fellow combatants heal - of this there is no doubt. But once apprenticed into the Wizard's order, their power doubles as does the impact they have on the battlefield. Both enemies and allies alike flock to the Wizard on the field, the former to stop him at all costs, the latter to be healed and supported on the line.
The Wizard is adept at handling both situations at once."
EDIT: I cleaned up the Flagbearer a bit on the previous post, a bit more readable now.
EDIT2: Cleaned up WIzard text, removed some grammar mistakes.
Last edited by Qes on August 26th, 2007, 10:39 am, edited 2 times in total.
Yes, but you're thinking too literally.Weeksy wrote:one thing: the scout has good armor, the best resists in the entire faction, although a weakness to pierce...
He's still more weakly armored than much of other cavalry and especially heavy-horse. And his hit points are still lower than many other horseman.
In my thinking "armor" is more a combination of HP and resistance in the ideas for flavor texts. As truly, any human would be equally killed by a spear or lance in ONE successful hit. What changes this is armor.
As the old D&D saying goes.
"It's only a d4 dagger. Can I stab you to see if you have d4 HP?"
-Qes
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Well we have a graphic thread and a Faction & Era Contributions thread more is not possible.eyu100 wrote:eyu100 wrote:Could a forum be set up for this era specifically? This thread is getting too long and disorganized.
Qes you seem to have the right touch for this kind of stuff. Not only the Aragwaith are lacking descriptions.
Your help here would really be appreciated.

They have the right mix between flavor and unit description. Very nice.
... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes