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Found 5 results

  1. There are only a few ideas left that truly makes sense to add in as a solo faction. I can only think of 2 more which I'm going to write about here. Zandalar & Trolls You make Zandalar a much larger island and create an entire troll faction. This faction have an extra strong navy. All Troll capitals, Zul'Farrak, Zul'Gurub, Jintha'Alor, Zul'Aman and Zul'Aman are made capturable and each carry a research upgrade that unlocks units for you. If you control all of them at the same time you get a very strong upgrade available at your capital in Zandalar. Whenever you capture one of the Troll cities there will also spawn 24 units to show that those trolls have joined you. Ragnaros & Dark Iron Clan You expand and change the layout of Blackrock Mountain dungeon. You get Ragnaros as a hero and you get the Dark Iron dwarves with Shadowforge. Besides having Shadowforge as a base, I think the molten core with fire theme where you train magma golems and fire elementals would be cool. Those are the only two ideas that I think still makes sense to add in as solo factions. The geographic location is fair, you want to spread out the solo factions. I also would like to suggest something on top of this. If you kill the boss C'thun or Ragnaros when they're a neutral hostile creep then the option to choose it as a solo faction disappears. So if I kill Ragnaros before minute 22 then no one can pick that option. Apply it to Zandalar, C'thun and Ragnaros. Add king Rastakhan as a boss on Zandalar to kill. Then players can at least do something other than camp outside to deal with the threats of sudden solo factions appearing.
  2. The reasoning behind having 1 food on each unit is to better keep track of the number of units under your own control. However, it doesn't apply to all units. Permanent summons don't cost food. Heroes don't cost any food. I suggest to change it. I've played Fel Horde games where I've had maybe 450 permanent units thanks to the Fel Death Knight skeleton summons, demon portals and Eye of Sargeras. Yes Fel Horde is a solo faction but that's not good for the stability of the game. When there's thousands of units moving & attacking the game begins to lag and freeze. You start seeing a building move around on the screen for some reason. I suggest 1 food on all units. Including heroes, permanent summons and workers. Then the unit number is actually accurate for all factions.
  3. In the future there's going to be more "second chances" added into the game. However, there's only a few ideas left that makes sense to have as a solo faction. There are lots ideas that only makes sense if the second chance faction is an ally to someone else already playing. These allies would have limits on it's max strength and be pushed into supportive & utility roles. Weak, but useful. Scourge & Legion - Satyrs Lordaeron, Dalaran and High Elves - Gilneas Worgen (North Alliance) *Only if High Elves choose to go Naga Sentinels & Druids - Draenei on Azuremyst Isle & Bloodmyst Isle Frostwolf & Warsong - Goblins Stormwind & Dwarves - Gilneas Worgen (South Alliance) or - Dark Iron Clan Fel Horde - Dark Horde / Blackrock or - Outland Demons + Portals In this format, the faction must first win the starting fight for their extra ally to be unlocked. So if you're Horde for example, you must destroy Feathermoon, Darnassus and capture Nordrassil to unlock Goblin ally option. These are just some ideas worth exploring more but I believe that the general concept is the right step forward. Idea explanation: Gilneas Worgen will have 2 options on who to be allied with, only one can be picked. You either pick South Alliance or North Alliance as your ally. Dark Iron Clan can be developed into a separate mini faction with a larger base inside Blackrock Mountain. The Explorer's Hall option would of course be replaced with something else such as Gelbin Mekkatorque or Brann Bronzebeard choices. Goblins would get the base Kezan, Ratchet and perhaps Bilgewater Port in Azshara's Coast. Heroes would be Tradeprince Gallywix and Gazlowe. Would be a faction focused on compound interest rates, mercantilism and bombs. Blackrock Mountain could have another orc base inside the Dungeon. You could make another orc base in Twilight Highlands, Dragonmaw Port. The other option would be to give your mini ally a Demon faction that's only about using demonic portals and demons from Outland.
  4. A 2 hero minimum Basic idea, no matter what happens you'll always have at least 2 heroes. There are some circumstances that reduces the number of heroes you have down to 1. If NA stays together, Dalaran may only have Jaina if Antonidas dies after Dalaran is destroyed. You can't get Kul'Tiras or Theramore in that situation. If Yellow gets destroyed by Fel Horde and Magni dies after Ironforge, you only have Muradin Bronzebeard. In other cases, you get a hero. For example, if Lordaeron loses Arthas after Stratholme is destroyed then you get Garithos as a replacement. If Stormwind gets destroyed you get Thoras Trollbane in Stromgarde. This basically prevents Stormwind and Lordaeron form ever having less than 2 heroes at any time, despite being able to lose Uther, Arthas and Varian permanently. Suggestions 1. If Dalaran is destroyed while NA is united, then you'll get Kul'Tiras as a base with Admiral Proudmoore. However, you don't get any of the strong units, your unit lineup remains the same. 2. If Ironforge is destroyed you get to choose between Falstad Wildhammer and Dagran Thaurissan. When you chose, you get the base they're in as well. None of the upgrades or special units. 3. Increase the number of units in Aerie Peak base. 4. I also ask to consider giving Aerie Peak a small dungeon to increase the size of the base to be more equal to Shadowforge without colliding with nearby geography (Durnholde, Alterac, Scholomance and the rivers).
  5. Suggestion 1. Move damage & armor upgrades from the Shipyard into the Blacksmith/ War Mill/ Graveyard/ Hunter's Hall. 2. Frigate ability gets a research requirement. 75g 150w. 3. Battleships gets a passive or ability with research requirement. 4. All towers get damage upgrades together with Battleships & Frigates. 5. All towers get armor upgrades together with Battleships & Frigates. Reasoning A few towers get no damage upgrades and most towers have no armor upgrades, this solves that. Treats a tower the same way as a unit that can get stronger with research. Some towers get really strong in the lategame while other towers are almost useless for taking up important space in a combat zone. This balances things out. Strong lategame buildings are for example Druids Ancient Protector and Watch Towers. This nerfs them by putting the cap at 4/4 instead of 8/8. Weak lategame buildings are for example Cannon Towers & Boulder Tower. This buffs them by giving them damage upgrades. A general nerf to current base defenses by changing where towers get their damage upgrades from. Towers & Battleships are very similar so it makes sense that they would share upgrades together. There's also some logic in having all damage & armor upgrades located at the blacksmith. Discussion I am uncertain about the 4/4 research max. It makes those units relatively worse in the lategame than units that can get 8/8. Perhaps there could be a higher increase per level such as getting 3 armor instead of 2 from every upgrade or make it go up to 8/8 but costs half the resources than what it does for all other units. I don't know what's best here but I don't like how it is currently.
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