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Naga Projects

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yes, I know that the RG is a mere unit in the game... what I meant was, what if making the RG as a hero unit... of course, with some changes to the model (I think there was a nice one around the hive) to make it more "Royal" and not just a Myrmidon with diferent skin color
 
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Well, for changing a myrmidon into a Royal Guard, I wouldn't suggest mutation. It doesn't make any sense. I'd suggest having the Myrmidons trained for it, kind of like the Obsidian Statue can be trained to become an Obsidian Destroyer, or the archer to be trained to ride a Hyppogryph. Not everything requires magic. lol
 
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I agree with Sacridshadow. But we want to be careful and not make the RG so powerful that it would undermine the significance of the Anomalies.
For a ranged unit, I suggest an archer that weaves the water around the arrows. That way, the arrows will still work and the "machinery" of the bows, crossbows, whatever, still works properly
Second, for the siege unit, i think a golem would be cool. it would herald back to their days as Highborne.

and thanks for using my Anomaly idea :)
 
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for the slave vagon, I imagine a giant turttle whith something on its caparace (maybe a murlock hut above it?)... it could have the same abilities of the NE buildings (you know, the root and unroot abilities)
 
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Krasus, if you read a few pages back, that is exactly the same way I described it. lol

If Royal Guard is incorporated, then training a myrmidon to become a royal guard would definitely be the best way to do that, imo.
 
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The same way the ancients work. It will have a burrow like ability. That way you can move it closer to the trees as needed and "burrow" when you want to train slaves. Then it would function as a normal building, in which you can train units, upgrades, and return lumber.
 
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just found this in the wow art book

theartofworldofwarcraft.jpg


maybe it needs a mur'gul trying to aim the ballista to the surface dwellers :grin:
 
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I've seen that pick before. It is a cool idea.
It could work as a defensive building. Similar to the idea of the slave wagon, in which it can burrow/unburrow. It would burrow leaving the shell and an artillery weapon above ground, turning itself into a tower. Thoughts?
 
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Well, that has been my thought for the last little bit. We either have to change the role of the myrmidon or the anomaly. Two options:
-Make the myrmidon a much weaker looking unit and give him the role of first tier basic melee unit. About the equivalent strength of the grunt.
or
-Give the anomaly a different role. Like anti-castor or something.

If you have more ideas please post them.
 
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Well, I always assumed the Myrmidon should be the first tier melee unit (similar to a footman or a grunt).
Yet, the bigger problem is RG vs Anomaly (especially if we are going to upgrade the myrmidon into the RG)
Have we decided upon what the different abilities that the Anomaly would have in the randomization? I think that is important so we can determine the role of the Anomaly.

I personally think that the RG should be scrapped and we leave Anomaly as the 'tier 3 melee unit'. orcs only have 2, why cant naga? In addition, I think RG are too regular. We need a fresh start :)
And I love the idea of the turtle 'rooting' to become a tower! Nice ideas people
 
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The anomalies would have to be a hero unit because they are rare. Since the original naga hero is a spellcaster, and is very rounded, we should have at least three different anomalies. One focusing on attack, one for defense, and one for a spellaster with weaker defenses and physical attack power. All three would have different strengths and weaknesses, and would hav their own spells.

For the tanks, I would suggest a larger naga, like the Naga Lord model. If this one isn't attack oriented, then it could be a disruptor. It'd be a somewhat small, rogue-like naga that uses poison and invisibility. Kind of like the NE Warden.
 
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Agreed with Misha, if myrmidon is turned into a royal guard, the difference between the two should be minimal. I'm all for this idea.
 
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I like the idea of sacridshadow about the anomalies as hero units

and about the turtle ideas (as tower and lumber mill-forge) I think that they should be approved, 'cos everybody seems to not have any problems at all
 
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Ya, I'm going towards Myrmidon as advanced melee.

Just a thought, anomaly as a spell caster with an ability to choose what type of anomaly you want. Similar to the druid idea in which you can turn to another form and then turn back. For example, anomaly form one would have ranged attack and would play a role as a supporting anti air unit, with an ability that would aid against air (maybe something like web). Anomaly form two would have melee attack and be a supporting melee with heavy hp and maybe a taunt type ability. The different forms shouldn't be that effective at damaging, else they would overpowered. They shouldn't replace the need for other melee/ranged units. They are just supporters. So I suggest anomaly for supportive spellcaster.
 
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Well, if we do an attack form, it could be something like a rogue, using disruptive attacks to slow and poison the enemy. Defensive should obviosly be a tank, able to take lots of adamage, but have a slower or weaker attack. and the spellcaster could be a supportive mage or druid, having buff abilities with each forms. Like healing, the bear form's roar and tanking ability, a crocalisk form for powerful attacks and some buff spell to go with it, and an aerial form for scouting and aiding air units, since he would be melee.
 
guuys.. we don't need anomalies to be druids :/

as i said too many times, we make separate units of anomalies, we give to each one different model, and we give to each one basic things that make them the same in stats, then just add a small ability, like war-drums of thorns aura.. or something small, which will later be the surprise for a player..

EDIT: then we make a trigger that randomizes the unit "trained"
 
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Randomization of abilities for the same unit is rediculous. It would be adding luck to the game play.
First of all, by making 3 of the same units you get 3 different buffs. So it's like having 3 heroes on your side. One increasing damage, one range, etc. It's too much buffing for one race.
As for the luck part, buffs don't stack. So if I train 3 units but randomly get the same anomaly 3 times and my opponent gets the 3 different versions then he would have the advantage even though we made the same play. Thus making that a luck issue.

I'm still for the one unit that can turn into different version of anomaly as needed.
 
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