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[Room] Outpost, [Trap] Pyre, [Creatures] Elf and Orc

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toffeejay

Crackpot
WFTO Founder
Dec 25, 2011
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#1
Ok I've got a room, trap and two creatures associated with it so this is going to be long...

Outpost

Cost - cheap.
The Outpost will be used by both factions with different imagery but the exact same features. The Guard room in DK was a bland and frankly quite useless room. It never seemed to do what it should and if as soon as you took one over let a lone built one you would have about 5 elves that would need to go back down a portal.

Appearance - Decorated with with weaponry such as shield, axes and spears. In the middle of the floor will be large pyre. The pyre is key to this room working so it needs to be at least 3x3.

Remember how when you built a guard room it created a box on the map around it. A sphere of influence if you will where your imps would alert your guards to enemy presence (thats how it should happen anyway!).
My proposal is that the room would have a pyre in the center of the room that would work in a similar way to the alarm trap. The sphere of influence will still exist but it will be a circular shape and work in a different way. When a guard sees an enemy approaching he move toward the pyre and light it. Once lit any creature within the sphere of influence will flock to the outpost to defend.

To go with this room you will have the added option of placing Pyres (which will be created in the foundry) around the Outpost. These will also have the sphere of influence (albeit with a smaller range). You can create a chain link all the way back to your dungeon heart. As the first pyre is lit all connecting pyres will be lit and any creature within in another pyre circle with go to where the fight is.
Thus you could link a crescent between two Outposts across your dungeon as a defensive measure or you could branch outwards towards your enemy as an early warning system or perhaps to hold ground in multiplayer.

The good thing about this is that you get to choose how much you want it to impact your dungeon. If you don't want creatures leaving training or researching to fight then don't link over those rooms.

A problem I could see would that you would have circles all over your map. To combat this perhaps the sphere of influence would only be visable when selecting an Outpost to build or placing Pyres.

Orc (Creature) and Elf (Empire)
Yes they are the complete antithesis of each other but when you scratch at the surface you see they are quite similar despite being polar opposites. Orcs after all if Tolkien is to be believed were corrupted Elves. The two will have virtually the same skill sets (Orcs a little higher defence and Elves higher offense).

The Elves and Dark Elves of DK2 were pretty crap. Ok at support but not as useful as wizards or warlocks. There main role was guarding which they were hopeless at because they could only shoot arrows at long distance and then slowly back away before being killed by enemies.
My idea is for a new kind of Elf and Dark Elf (now as an Orc) is for them to mix range attacks with the actual ability to defend themselves with melée attacks. Think of them as an Elven archer mixed with the guard. When attacked they will fire arrows at distance but one on one will just as capable with hand to hand combat.

Both these creatures see themselves as superior to their fellow comrades. They enjoy being around their own kin and away from others. They like nothing better than being on the front doing the most dangerous missions to prove their superiority. Not that their actual battle skills backs it up!

Both will be fairly weak early on but with training will be above average later on. You'll need to keep training them as they prefer just being at the Outpost.
 

Cultist Joris

Ember Demon
WFTO Founder
Dec 30, 2012
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#2
Are Pyres comparable to the DKII alarm-trap or the DKI DKI call-to-arms-trap? These can be of course useful in tactical options... :)
 

toffeejay

Crackpot
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Dec 25, 2011
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#3
Alarm trap. A problem I could see would be using it as a call to arms tactic, however you soon tire out your troops and wouldn't be able to turn it off. Plus as the room needs to be 3x3 technically you couldn't just build a outpost next door to the enemy.
 
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