Ideas for the orcish race: main race(orcs) and sub races(goblins and trolls))

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MelexKrieger
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Joined: Sun Sep 18, 2022 3:13 pm

Ideas for the orcish race: main race(orcs) and sub races(goblins and trolls))

Post by MelexKrieger »

Goblins:

Must have fire elemental or tech that uses fire.

Bomber goblin:
Best replacement for goblin crossbow.

Goblin assassin:
Just like human assassin but flawed without tech upgrade, stealth unit but only deals 1/4 of enemy hp in early game, 1/2 enemy hp in elite, master assassin can kill a unit; unit cost is 4-5 turns. If unit cost is 2-3 turns make goblin assassin damage from 1/8 early game, 1/4 elite, 1/2 master.

Zeppelins:
Don't be afraid to give goblins a dwarven like units such as zeppelins (only exclusive ride for goblins)

Goblin Tinkerers
Goblin tinkerers to enhance weapon damage. Just like dwarven warsmith. (Revive warsmith for dwarven race)

Goblin Keg Catapult
Goblin AOE siege unit goblin keg/barrel catapult that contains barrels with explosives.

Orcs:
Orcs are master of brute strength, rage, and pillaging.
I agree on someone's forum for the warpaint tech. Which can empower the orcs when marching. Unleashes fear from enemies decreasing power and movement. (Good for decreasing the mobility of nearby elven units.)

Trolls
Trolls are agile and also knowledgeable in chain healing magic, dark arts and alchemy.

Troll axe thrower:
Make this unit flexible. (Like the elven centaur unit.) Can switch from axe throwing 2x and melee 4x attack (skill can be flawed like AI controlled only in melee)

Troll witch doctor (remove goblin witch)
Can throw poison bombs and give hex skill which can turn enemies into animals for 1 turn. Cooldown of 5 turns. Can give healing totems, and storm totems.

Replace troll mountain tanks with Taurens (orcish pigman).
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makazuwr32
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Re: Ideas for the orcish race: main race(orcs) and sub races(goblins and trolls))

Post by makazuwr32 »

We will not separate goblins and trolls from main part of horde race.

Human assassin is exclusive to humans. Other races are not allowed to get such powerful units. Thus there will be no goblin/hobbit/fairy/gnome/kobold/[insert your race here] assassins.

Zeppelins:
Flying transports are exclusive to dwarves. Do not even dream about giving any sort of flying transports to any other race.

Goblin tinker: will not be a thing.
Dwarven warsmith: that idea is reworked into dwarven runesmith that can give permanent bonus stats. Alas this unit will be very costly and will require looooots of investment.

Goblin keg catapult:
Will not be a thing. Except fodder cannon orcs should not have any mechanical siege units.

Warpaint: outdated.
Also aura that is given to literally every orc is not good idea for balance.

Trolls in general: they will be kept as part of base race.

Troll axe thrower: that will at very least double its cost (up to 8-10 turns). Not gonna happen.
Side note: current centaur unit will loose its ability to transform between melee and bow later (in future, when we will get to beastfolk tribes sub for elves).

Troll witch doctor:
Goblin witch will be kept. Witch doctors are kept for scalefolks (name wise).
Hex enemies into animals: problem here is to transform back. Engine limitations do not have a proper way for hexed unit that became sheep to transform back properly. And without it this will basically become a ranged assassination without unit's sacrifice which i will not allow for unit with cost less than 30 turns.

Taurens: they are copyrighted by Blizzard. Not gonna happen.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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MelexKrieger
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Joined: Sun Sep 18, 2022 3:13 pm

Re: Ideas for the orcish race: main race(orcs) and sub races(goblins and trolls))

Post by MelexKrieger »

Eh? The wight can switch from melee to range! Not applicable from troll axe throwers?
MelexKrieger
Posts: 7
Joined: Sun Sep 18, 2022 3:13 pm

Re: Ideas for the orcish race: main race(orcs) and sub races(goblins and trolls))

Post by MelexKrieger »

Eh? The wight 4 turn undead unit can switch from melee to range! Not applicable from troll axe throwers?
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makazuwr32
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Re: Ideas for the orcish race: main race(orcs) and sub races(goblins and trolls))

Post by makazuwr32 »

MelexKrieger wrote: Thu Jan 19, 2023 8:30 am Eh? The wight can switch from melee to range! Not applicable from troll axe throwers?
Wight has much worse stats for that and also has only 1 action.

For 4 actions melee unit for orc race who can get additionally up to +90 extra attack - +18 via orc strength, +45 via bloodlust, +18 via orc leader and merlock leader, extra stats via uruk leader - as well as +2 extra actions (up to 6) - via goblin swiftness and orc slaver's ability - and thus in total +540 extra total possible damage COST MUST BE at very least 10 turns.

Undeads do not have such insane buffs. Yes they have in plans one unit that via sacrifice of 8 units will give +90 attack in quite wide aoe but only for 3 turns and with 1 billion damage dealt to affected by that "buff" once effect ends to kill affected unit.

Another planned change for wight highlander is to nerf it by removal of lifelink ability once we will get to work on wights expansion.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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