TLD ARCHIVE 1: Suggestions and Ideas (2.2.1)

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In response to complaints about not being able to solo the enemy archer lines without getting sniped: I don't think I would hestitate to snipe the enemies Capt/General/ranking commander on sight either.

I have not finished the books. Were there crossbows in Tolkiens setting? Where are they in TLD? I can buy bolts but no crossbows heh heh. What about great lances? This is one of the best weapons in vanilla, but is there an equivalent in TLD?

BTW I come from the realism beats balancing camp. If the game is as realistic as possible, it will balance itself out. Then again I feel that way about almost all games... I prefer simulations over arcade games, and don't like console games at all.
 
Jarskull: in TLD crossbows are very rare, only used by Corsairs. The Corsair camp is the only place I know of to buy them.

And for the record, I agree that the player shouldn't be able to charge a line of archers alone without getting shot from the saddle. I think the current archer balance is pretty good, actually.
 
Jarskull said:
I have not finished the books. Were there crossbows in Tolkiens setting? Where are they in TLD? I can buy bolts but no crossbows heh heh. What about great lances? This is one of the best weapons in vanilla, but is there an equivalent in TLD?
Pikes or umbar pikes are the closest you are going to get.
 
There are both cave trolls and olog-hai. The cave trolls could be removed in the day without much trouble. Putting them back into the army in the proper order would need more work though. I thought about it before and may do it eventually.

Trolls fought in the daylight near mordor and minas tirith but those were likely the olog-hai.

Thats not a troll town though, it was going to be a fighting place but Im pulling it for now.

 
One balance issue that needs to be taken into account is the archery values for Warg riders. I know that the Wargs themselves are going to be improved, but that doesn't make much of a difference if your riders can't hit the broad side of a barn. It's especially bad in the Northern war where they have to face off against mirkwood and lorien archers. As far as I can tell, about 1/3 or 1/2 of the warg riders used ranged weapons, meaning that I lose about that many of them almost immediately into the fight. Telling them to wait behind a hill doesn't work either, since horse archers are so obstinate about following orders. Gving them bucklers and throwing weapons (axes maybe) instead of bows might help a bit. Throwing axes would help to differentiate them from the Easterling and Rohan skirmishers too.
 
Maybe you could replace the Troll Cave with another Moria town, just to fill out the region between Rohan and the Northern territories.  You could even call it "Goblin-Town," in reference to the place that Thorin & Co. were abducted in The Hobbit. That was much farther to the north, though, so I don't know how well that would sit with people.

Also, do you think that another river crossing to the Dol Guldur area could be added? It's pretty isolated right now, and you have to go through Lorien and all of its stinky elves to get there.
 
dstemmer said:
Jarskull: in TLD crossbows are very rare, only used by Corsairs. The Corsair camp is the only place I know of to buy them.

And for the record, I agree that the player shouldn't be able to charge a line of archers alone without getting shot from the saddle. I think the current archer balance is pretty good, actually.

Well, here is the issue, which is a vanilla problem and is a big one I think.

I never charge them flat out directly, but come from behind. 

Usually, they take 4-5 seconds to aim, but once the aiming is done, they can spin to a new target and instantaneously fire.  Once they start to aim on a target they should have to restart aiming, now instantaneously be able to fire....
 
The problem with archery is that it deal way too much damage to an armored target, it isn't a accuracy issue. Otherwise, the Frank Charge would be easily coutered by arrow fire in real history, and it isn't true, because the knights were well armored and most of them could get direct fire taking only minor wounds.
It s already known that even crossbow bolts couldn't penetrate plate armor unless very near of the target. But I think this is a issue that only Armagan could solve.
 
ThVaz said:
The problem with archery is that it deal way too much damage to an armored target, it isn't a accuracy issue. Otherwise, the Frank Charge would be easily coutered by arrow fire in real history, and it isn't true, because the knights were well armored and most of them could get direct fire taking only minor wounds.
It s already known that even crossbow bolts couldn't penetrate plate armor unless very near of the target. But I think this is a issue that only Armagan could solve.

Well, that is an issue too - a game where there are longbows and crossbows AND knights is sort of screwy, and the shortbows should just be completely ineffective.

The problem is also that armagan's armor system is just too boneheadedly simple.  If you had armor have a deflection chance and a damage chance, and a coverage percentage as well as a straight reduction (which should be much, much smaller) all this could be sorted out.  Unfortunately, the way it is now is just too simple and mucking with it is mostly going to cause more balance issues.
 
Easiest thing to do for now is have a game option at the brigand fort to lower archery skills by x amount. Players choice. If you want to nerf the skill wildly, up to you.
 
They would only knockdown people, and this isn't realistic either, and won't solve the problem (Unconscious soldiers don't help in a fight). Maybe a damage reduction of the bows would help.
 
crushing damage, not blunt. Unless I've misunderstood, crushing deals less damage to armoured targets than piercing.
 
Blunt and crushing damage are the same though. And I would believe that it deals less damage than piercing but more than cutting. The problem with blunt damage is however as ThVaz said, it knocks foes down if it's doing enough damage.

-Forral-
 
I would love to see something done about the way parties behave on the map.  I always see some scouts or a caravan being attacked by a large enemy party (usually brigands now) and 2 feet away passes a lesser host of the outnumbered party.  Would be cool if they would help each other out.

Rescued prisoner parties are also kind of illogical.  It seems like they should either head to the nearest friendly town (maybe helping their faction strength in the process?) or join up with other rescued prisoners/friendly armies.  I know from previous versions this "map ecology" has been improved greatly but there's still room for improvement I believe.

I realize this is not limited to TLD, but it is more pronounced in this mod becauase of the excellent war system.  It is especially prevelant in Gondor, where all the space means that caravans and travelling parties are often waylaid by brigands and such before they can reach their destination.
 
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