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  #1  
Old May 1st, 2004, 09:56 PM

Norfleet Norfleet is offline
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Default Re: Orc Mod concept - feedback required

Quote:
Originally posted by Blitz:
Really I was looking for balance opinions... I believe only C'tis Desert Tombs have both holy and unholy priests, and that's a 200 point pick.
CW Pan also has both holy and unholy priests, although their holy priests are nowhere near the Lizard Kings.
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  #2  
Old May 1st, 2004, 10:00 PM

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Default Re: Orc Mod concept - feedback required

Depends on whether or not you are doing the "Good Orc in a Bad World" or a "Bad Orc in a Good World".

I've alwayd liked it when books and games humanize the classic villans, especially when villans are portrayed as simply doing what they need to and not some insidious plot of 'evil'.

I would use Nature, Death and Blood and leave out fire.

You might also want to mash together a few of your magical commanders. And only have a few different magic commanders, I would assume the Shamans and Witch Doctors wouldn't let magic be too prevelant in order to maintain control.
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  #3  
Old May 1st, 2004, 10:46 PM

PDF PDF is offline
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Default Re: Orc Mod concept - feedback required

Orcs without Fire ? We could also try Elves without Air...
But having "strong" orcs will just replicate Abysia That's why I think that even if noone *has* to make Tolkienesque Orcs, it'll be a much more interesting choice than creating a Abysian theme with some Death or Nature thrown in

In my mind Orcs should be rather weak (normal strength, bad morale, second-rate equipment), but cheap, somewhat sturdy (maybe 11-12 hp, maybe recuperation).
Elites (Uruk Hai) could be on par with Abysians. Additionnaly the nation could recruit Wolf rider cavalry and Trolls...
Their magic paths should rather be Fire and Earth (Isengard..), maybe a little Astral, with Death shamans as priests.

To make the race interesting bigger beasts
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  #4  
Old May 1st, 2004, 11:16 PM

Blitz Blitz is offline
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Default Re: Orc Mod concept - feedback required

Quote:
I would use Nature, Death and Blood and leave out fire.
That's basicly where they stand, with a splash of earth and astral.

The Shaman (SDHH) is meant to be a "bad" Version of the C'tis shamen, able to cast nether bolt and other bad things.

My Witchdoctor (BNHH) concept was a "mad scientist" role, gathering blood slaves and crossbreeding. Making them unholy priests might not be a bad idea.

The Necromancer (DDUUUU) is self-explanitory.

The Magus is the one I'm not totally happy with. I want to give the orcs SOME high-end magic ability, but not one that will break the race. Perhaps earth isn't the best choice as an elemental school. Obviously Blood/Fire would give us the devil problem, and mirror Marignon/Abyssa. The seeress dosen't really fit the theme either, so maybe scrap her and add another melee hero.

I'll take suggestions on the top-end magic hero. Something with fire would probably work.

Quote:
Elites (Uruk Hai) could be on par with Abysians. Additionnaly the nation could recruit Wolf rider cavalry and Trolls...
Their magic paths should rather be Fire and Earth (Isengard..), maybe a little Astral, with Death shamans as priests.
What are Uruk Hai? I like the name, no idea where it comes from. As for cavalry and trolls, I've pretty much decided to make them strong melee fighters as is, adding even mediocre flankers might be a bit much. Trolls would definately fit the concept. I definately considered them (and their troll king hero) for the mod, but decided against it. What I did consider was an expensive troll unit with either a fear or standard aura that players could mix into the army. I'd like to discourage troll-massing and keep with the orc theme

[ May 01, 2004, 22:27: Message edited by: Blitz ]
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  #5  
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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Old May 2nd, 2004, 01:24 AM

Blitz Blitz is offline
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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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  #7  
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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