Beastclans - ANSWERED

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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 2:32 am

So, reading through this I finally see what you meant by canis, wolf folk. Seeing all these units I guess Gnolls will have to settle as alternate elites. Oh, well lions and hyenas never got along any way so this makes sense. So can you make a new list of what all your races are? All I got were:

Volpa - healers and fast fighters focus on speed and can see invisible due to foxes being relatively clever. Classes: blade masters, healers, quick archers.

Lamias- Heavy cav,kinda like centaurs. They can have classes similar to the centaurs.

Lagomorphs- Rabbit folk, can focus on scouting mainly.

Canis - main infantry, focus roles on spearmen, archers, and a leader role.

Lionmen - elite units and leaders, classes should focus on such. They're main streangth will be their auras

Thuskarrs - good hp, make these walruses heavy hitters like macemen and skirmishers.

Ahrinids - light cav and spell weavers, focus on spd and poison over power. Classes are mage, and light cav.

Pandaren- mainly monks, focus them kinda like Templars are.

Sharkmen- fast aquatic fighters, focus fast on ranged and melee types.

Gnolls- elite power based units, focus their strengths on their up and atk. Armour could be decent but not high.

Troglodytes- opposite of the sharkmen, they focus on power and magic over spd. Focus on melee and magic

Avians- flyers, base them off of ground troops but with weaker stats. They can have healers, spear men and swordsmen not very good armour though.

Maenadas- cat ladies, make them archers, mages, and fast melee variants of the leonin.

Ratkin- assasins, give them stealth based classes with effects.

Scorpions- focus on only 2 units, they are sub group at arahnids. They will be the elite cav, focus on melee.

Razormain- main infantry and builders, focus on fighters, builders, and short ranged units like axe throwers.
Last edited by Savra on Sun Sep 02, 2018 6:07 am, edited 8 times in total.

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General Brave
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Re: Beastclans

Post by General Brave » Sun Sep 02, 2018 2:58 am

We have to figure out what's what and what stays.
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 5:14 am

Well, if some units don't fit we could add them to mercenary or hostile neutral or even both.

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General Brave
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Re: Beastclans

Post by General Brave » Sun Sep 02, 2018 5:17 am

So what's your opinion?
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 5:25 am

General Brave wrote:
Sun Sep 02, 2018 5:17 am
So what's your opinion?
First I need to know what all the races are so far for the beastclans. Then I'll offer up my idea. I already have an idea for a few but I'll rework my original due to lack of info on the first go.

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Re: Beastclans

Post by General Brave » Sun Sep 02, 2018 5:26 am

Well I haven't really accepted all the ideas but there are some that I think it should be good.
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 5:39 am

Ok I got all the races time to look through and see what's what. Pls refer to top post of this page for basic idea.

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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 6:05 am

Updated.

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Lynx Shafir
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Re: Beastclans

Post by Lynx Shafir » Sun Sep 02, 2018 6:11 am

Volpa - fox - deer people - belong to me.
Have hunters, shamans and fanatics, and a water wolf animal.

Tritons - 2nd naval units - amphibians

Have 1 only tanky /siege units li
Rino
Elefant
Gór bull

Avian gem units - 3mage with summon and Eagle defender (heavy armored)
Foot rider anti cavalry 1 unit
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 6:31 am

I was meaning to ask about the volpa, are they a mix of Fox deer people? Because that doesn't make much sense as well as Heavy armoured flyers who you might as well say each gravity of have suuuper muscular wings, which is doubtful. I say for vulpa we just leave them as Fox people, bird people I can agree on Sept for being heavily armoured, again makes no sense.... Unless.They found a strong light armour to make it reasonable like mithiril which is matching that category but then your basically saying they had some relations with the dwarves.

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Re: Beastclans

Post by General Brave » Sun Sep 02, 2018 6:31 am

?
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 6:34 am

General Brave wrote:
Sun Sep 02, 2018 6:31 am
?
What's the ? For?

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Lynx Shafir
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Re: Beastclans

Post by Lynx Shafir » Sun Sep 02, 2018 6:46 am

In a fantasy world everything make sence :P
:twisted: in my Vision they are :twisted:
I don't accept any objection for Volpa.
They have antles and Fox tail for sure.
Mix breed and mix group.
I'll search for images.

For Avians they have big variety. And there are armored too. Look for fantasy setting in dif games.
Or u can believe me.
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Re: Beastclans

Post by makazuwr32 » Sun Sep 02, 2018 7:12 am

I will shutdown my supprot for this because
1. I don't have time
2. I don't like that it will become subrace
3. Many units will fit to way too many races of currents.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Beastclans

Post by Lynx Shafir » Sun Sep 02, 2018 7:40 am

makazuwr32 wrote:
Sun Sep 02, 2018 7:12 am
I will shutdown my supprot for this because
1. I don't have time
2. I don't like that it will become subrace
3. Many units will fit to way too many races of currents.
2)Its a a shame to waste such good ideas to a subrace. :(

3)this concept was created exactly to be a place for many miticals and savage creatures/ race what doesn't fits elsewhere.
No sense adding such groups neither to elf, human nor orcs!. The rest 3 have enough lines already.

Than Wat are we talking about..
Im disappointed and angry to hear that, though I won't give up to make as own race.
Last edited by Lynx Shafir on Sun Sep 02, 2018 8:11 am, edited 1 time in total.
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Re: Beastclans

Post by General Brave » Sun Sep 02, 2018 7:55 am

Who said anything about that?
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Re: Beastclans

Post by makazuwr32 » Sun Sep 02, 2018 9:00 am

3. according to my dialog with alex some more savage units can fit either to orcs or to undeads while more civilized ones to elves and humans.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Beastclans

Post by Lynx Shafir » Sun Sep 02, 2018 10:22 am

Sad,very sad.

Avians a Thuskarrs, leonin, arachnids, pander, where to go.!?
They are more civilised, intelligent but at same time wild.
Nor culture nor thematic fits to elves or ork.
And all have unique features what won't work as subrace.

3)this concept was created exactly to be a place for many miticals and savage creatures/ race what doesn't fits elsewhere
.
(yeti, Manticorn, kimera, spinx, monkey king, nine tail fox, garuda)
Here the best place for them both thematic and balance purposes.

How to convince them that's wrong way???

If game isn't properly mature to take into than better freeze it but leave intact until comes his time.


Just because orcs r savage and wild that must not mean they take everything savage and wild.
With trolls goblins and uruks (and Watevher lotr rip breed added -it's not even original line, but if cause no copyright problem than... ) they got enough content.
Already units wipe out the enemy infant and building, why adding even more.?
At the end with so many savage units, (expanding Minotaurs? ) they'll become not ork but Beastclans themselves.

(NO RATKIN FOR ORK!!!)

Same for elves, with current ideas r enough for a bigger race.
Also They are going to get nature creatures aprx 6-7 not from here. (nimf, satir, mandragora, etc)
Keep them popcult elfs.

This could be the 7th race..
Last edited by Lynx Shafir on Sun Sep 02, 2018 5:53 pm, edited 1 time in total.
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 3:03 pm

I agree with lynx on this race being the 7th their are too many units that can't fit into other races due to top many units crossing over each other.

Where the volpa are concerned I saw things that I won't retention of post here, none seemed to be Fox-deer people. I say make them like the kitsune are in mtg.

As for avians, they should remain with light armour and weapons you don't throw all logic and reason away due to the game being fantasy of it becomes no different then certain other games and shows based on those style settings.

As for the lamias, well they don't seem too beastclan like, but rather more mercenary like. We can replace the centaur mercenary with them. Arm

First image I'm not to sure about but it was better then others others I saw. I suggest surfing them up through foxfolk pathfinder you get better results.
Last edited by Savra on Mon Oct 22, 2018 3:53 pm, edited 1 time in total.

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Re: Beastclans

Post by makazuwr32 » Sun Sep 02, 2018 3:29 pm

Try to convince alex.
Even if i couldn't...
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 4:30 pm

I'll attempt.

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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 4:34 pm

makazuwr32 wrote:
Sun Sep 02, 2018 3:29 pm
Try to convince alex.
Even if i couldn't...
Tell me, what are the other races streangths? Is it this?
Humans: cavalry, support classes
Orcs: power, health
Elves: ranged, speed
Undead: magic, numbers
Dwarves: buildings, mechanics
Scaledfolk: numbers, dragons
If I know the races main strength I'll better figure out what this races streangths will be.

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Re: Beastclans

Post by makazuwr32 » Sun Sep 02, 2018 4:40 pm

Humans main strength is that they are good at everything but best at nearly nothing (for now). They have no too powerful weaknesses like elves (cavalry, melee). They also supposed to have best casters.
Elves - range, (supposed to be) summon, speed, sight range.
Undeads - raise dead, debuffs, cavalry.
Dwarves - mechanical units, (supposed to) runes, workers, armor.
Orcs - infantry, giants, raw melee damage, healing.
Scaledfolks - auras, air (for now).
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Beastclans

Post by Lynx Shafir » Sun Sep 02, 2018 5:37 pm

Volpa Inspiration based on.
The attachment images (38).jpg is no longer available
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images (38).jpg
images (38).jpg (10.55 KiB) Viewed 2118 times

More original, and slightly different look from canis or lupins.
Half breed race so anything forest and Fox related suggestion can come. Like nine-tailed fox, qinlin, kitsume, white fox. etc.
Also wolfken/lupin and deers are/can be part of group.
I have a list for roles and units . casters-summons and hunters
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Re: Beastclans

Post by General Brave » Sun Sep 02, 2018 5:49 pm

Why are they mix.
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Lynx Shafir
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Re: Beastclans

Post by Lynx Shafir » Sun Sep 02, 2018 6:08 pm

General Brave wrote:
Sun Sep 02, 2018 5:49 pm
Why are they mix.
Because
1)its more fun and original
2)this let us free place to adding more forest creatures -
At least 1-1 from gor, rabbit, ratton, deer, lupin Wolf
-As making a mix race of fox dominant.(7 - 12) unit
3)anything magic fox being can come here too
4)couse it's my Vision and suggestion :P :lol:



(if ever gets accepted....)
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 6:16 pm

I was.just thinking of something what if we give the player a basic race to start but give them 2 paths to choose from? E.g.:
1st) canis branch: which focuses on strength and pack based techs (meaning techs that only affect canines.)
Races that be unlocked:
Gnolls- elites
Lupin: melee based
Foxfolk or some other name: ranged, and magic based.

2nd)Noble branch: focuses on Leonin, maenades, and other cat variants. Focus on supporting the other races.arm
Races that be unlocked:
Leonin: elites, have auras
Tigerfolk: based on melee.
Maenadas: ranged and support mages.arm

Every other race will be the starting even vulpa, but the vulpa can benefit from canine techs.

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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 6:25 pm

To focus on starting races we should do this:
Razormain- main workers, melee based troops.
Lupin - archers and healers.
Pandaren - monks
Thuskars- Spearmen, skirmishers
Ahrahnid- cav
Avian- main flyers
Ratkin- assassins, stealth based.
Sharkfolk- fast amphibious units
Lagomorphs- Scout based units.
How's this for this races minotaur replacement?
Ursurs: Strong warriors could count as giants. Here's some pics for inspiration: :D
Last edited by Savra on Mon Oct 22, 2018 3:54 pm, edited 2 times in total.

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Re: Beastclans

Post by General Brave » Sun Sep 02, 2018 6:40 pm

That could be the replacements.
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Savra
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Re: Beastclans

Post by Savra » Sun Sep 02, 2018 6:47 pm

Hmm, looks like the Ursurs out the beast into beastfolk. What's even worse is the fact that bears are actually really fast. A grizzly can cover a football field within 13 seconds. And their streangth is extrordinary. The pandaren have powerful cousins, course unless you want pandaren to look like this.
Last edited by Savra on Mon Oct 22, 2018 3:54 pm, edited 1 time in total.

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