Wargs
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Wargs
Shadowblitz has moved on to World of Warcraft, and left me to clean up after him, so i'd best get cracking, shall I?
I'm thinking chaotic to simulate moonlight, and impact(tackle) and blade/pierce (claws/teeth).
Any suggestions?
Turin has changed the title, as Jester requested. The original title was "Werewolves".
I'm thinking chaotic to simulate moonlight, and impact(tackle) and blade/pierce (claws/teeth).
Any suggestions?
Turin has changed the title, as Jester requested. The original title was "Werewolves".
Last edited by Logan on August 26th, 2006, 4:28 pm, edited 2 times in total.
Is there is no magic and these are like the original were wolves from movies well go ahead, better then magic wolves
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This may sound a bit crazy, but what about making this faction an all close-combat faction?
This simply because I can't imagine a wizard-werewolf and certainly not an archer-werewolf...
Gaians
A faction based on animal totems or something, such as: the Wolf, the Stag, the Raven etc.
Basic level progress would be that lvl 1 unit would be a human 'form' (ex. Raven would be soemthing as Winged One or something). Lvl 2 would be the animal form (simply Raven). And level three would be a combination of the two ( insert cool name here).
I dunno, just two stupid ideas.
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This simply because I can't imagine a wizard-werewolf and certainly not an archer-werewolf...
I have thought about the latter and have come up with the following:Now would you make a werewolf race, or a were-race, with different animals?
Gaians
A faction based on animal totems or something, such as: the Wolf, the Stag, the Raven etc.
Basic level progress would be that lvl 1 unit would be a human 'form' (ex. Raven would be soemthing as Winged One or something). Lvl 2 would be the animal form (simply Raven). And level three would be a combination of the two ( insert cool name here).
I dunno, just two stupid ideas.
[/b][/quote]
I heard they were stoned out of their minds, trying to convince the Statue of Liberty to get naked...
CCBS - Compulsive Cat Biting Syndrome, when you know that kittens shouldn't have heads attached to their bodies.
CCBS - Compulsive Cat Biting Syndrome, when you know that kittens shouldn't have heads attached to their bodies.
I agree. That would make them something different from the rest.Jester wrote:This may sound a bit crazy, but what about making this faction an all close-combat faction?
I think they should have low resistance to fire, and even lower to holy. I don't see them as wearing armor, so resistances should probably be low in general, but defense should be high. especially in forests.
Here's a couple of unit suggestions:
werewolf: main unit. good melee attack.
scout: high movement, skirmish
Stalker: Nightstalk, backstab
Rabid wolf: Berserk, poison
pack leader: leadership
(some of these should probably be upgraded versions of some of the other)
Drain is another ability that I think might fit with this theme. But I'm not sure which units should get it. One variant could be to have ALL the werewolves with Drain, but that might be difficult to get balanced. However, they need something good to make up for the lack of ranged attacks.
Plague could also be a good ability to use with this faction.
I will think about this some more, and maybe make a more proper unit tree proposal.
I Like Runes Idea, but the Totem Pole idea sounds kinda wierd
I am Oreb, Lord of the Darthien
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I don't really know what you mean by weird. Do you mean as in 'craaaazy man undoable' or just funny/out of the ordinairy.
I too like the all close-combat idea.
I too like the all close-combat idea.
I heard they were stoned out of their minds, trying to convince the Statue of Liberty to get naked...
CCBS - Compulsive Cat Biting Syndrome, when you know that kittens shouldn't have heads attached to their bodies.
CCBS - Compulsive Cat Biting Syndrome, when you know that kittens shouldn't have heads attached to their bodies.
in the old thread, they had one speacialty, high cost unit that did, so it might still be there
And by weird i mean psycho, out of the ordinary
And by weird i mean psycho, out of the ordinary
I am Oreb, Lord of the Darthien
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I agree, and ideally I would like all of the werewolf units have that ability on their bite attack. However it might be too powerful. I'm not entirely sure how the plague ability works. The ingame-help says the bitten unit becomes a new unit of the same type as the attacker. Does that mean that if I kill a level 1 spearman with a level 3 werewolf, I get a new level 3 werewolf? If so, that would be a bit over the top IMHO. If, on the other hand, it would result in me getting a level 1 wolf (or even better: a level 0) then I think it could work, and this could be the feature that offsets their lack of ranged attacks.jining wrote:werewolves should have plague since people bitten by them turn into werewolves (at least they do in the movies i have seen)
EDIT: I looked into it, and it seems the plague ability has a parameter that allows you to specify which unit the killed one turns into. Therefore I suggest that we let all the werewolves' bite attack have the plague ability that turns any killed units into a level 0 werewolf.
I also think that werewolf units should have several available attacks each, and that the bite ability should be less powerful than the other. Then you would always have to make the choice between more damage and the possibility of getting a new level 0 unit.
Last edited by Rune on December 2nd, 2005, 9:15 am, edited 1 time in total.
My first attempt at a unit tree for the werewolves:
What do you think?
Code: Select all
Werewolves
Level 0 Level 1 Level 2 Level 3
Werewolf -> Warrior -> Pack Leader -> L3 Leader
-> Rabid werewolf
-> L2 Warrior -> L3 Warrior
-> Scout -> L2 Scout
-> Stalker -> L2 Stalker -> L3 Stalker
All units have Plague(Werewolf) on their Bite attack. No ranged or magical attacks. Low fire resistance, and very low holy resistance. They are of course chaotic. Defense and movement costs should be similar to elves, except they should have decent movement costs in caves. The undead trait might also be appropriate, but I'm not sure how traits work.
Most units should have at least two melee attacks: Bite (blade) and Tackle (impact). Perhaps a third blade attack (Claw) that does more damage, but doesn't have Plague.
Warrior:
Good melee attacks
Pack leader:
Leadership (duh!)
Rabid werewolf:
Poison and/or Berserk
Scout:
High movement. Skirmisher at L2
Stalker:
Nightstalk, backstab and drain are fitting abilities here. Perhaps Backstab at L1, nightstalk at L2 and drain at L3. Or perhaps that is too many abilities in the same unit.