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  #11  
Old May 2nd, 2004, 12:26 AM

HotNifeThruButr HotNifeThruButr is offline
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Default 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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  #12  
Old May 2nd, 2004, 01:24 AM

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Default Re: Orc Mod concept - feedback required

Quote:
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?
This sums it up pretty well...

Quote:
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").
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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  #13  
Old May 2nd, 2004, 03:15 AM

HotNifeThruButr HotNifeThruButr is offline
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Default 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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  #14  
Old May 2nd, 2004, 08:45 AM
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Default 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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  #15  
Old May 2nd, 2004, 12:07 PM
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Default 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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