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Faction Neutral Race

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Collateral
Posts: 1494

Re: Faction Neutral Race

Post#31 » Wed Jul 05, 2017 7:35 am

I imagine necromancers summoning multiple NPCs to fight for them, that would be so cool :D

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Glorian
Posts: 5007

Re: Faction Neutral Race

Post#32 » Wed Jul 05, 2017 7:39 am

Collateral wrote:I imagine necromancers summoning multiple NPCs to fight for them, that would be so cool :D
Multipet class!? :D

And then all three Skeletons run on the wall to get the Oil. :roll: :lol:

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Collateral
Posts: 1494

Re: Faction Neutral Race

Post#33 » Wed Jul 05, 2017 8:10 am

Glorian wrote:
Collateral wrote:I imagine necromancers summoning multiple NPCs to fight for them, that would be so cool :D
Multipet class!? :D

And then all three Skeletons run on the wall to get the Oil. :roll: :lol:
3? 10 !! :lol:

But of course, it requires pets and path finding to be fixed.

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Ugle
Posts: 590

Re: Faction Neutral Race

Post#34 » Wed Jul 05, 2017 8:17 am

On a side note; Not sure, but the one time I used the standard M4 on my shammie on the ground floor in a keep defence for the lols I think I revived the dead npc guards. It was probably the regular respawn and just the timing that fooled me ;)
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roadkillrobin
Posts: 2773

Re: Faction Neutral Race

Post#35 » Wed Jul 05, 2017 9:00 am

Pet classes have a really bad history in this game.
If one would add another faction, pet classes would be the first thing i would exclude. There are much smarter things you can do to simulate summoner classes without actually having to summon physical objects that can be damaged, healed while still feel like a summoner class.

The class itself for example can be visual represented by a unit thats visually displays multiple characters and the less HP your class have the less VFX units is displayed and the less dmg your class is doing aswell. And on top of that you can also lose acess to abillities if HP is less then X. Meanwhile the class is able to selfboost it's own HP over 100% wich will add more dmg and unlock more abilities which is visually represented with more unit animations.
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anarchypark
Posts: 2085

Re: Faction Neutral Race

Post#36 » Wed Jul 05, 2017 11:09 am

Mirror would be more easy.
but it's cool idea, just visual effects.
zombie wall tank class, no coalition,
necromancer healing it.
snares from mass undead, like tanks in ror
vampire would fit melee healer.
or just 4 vampire bloodlines.
sweet dreams :)
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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Bastion
Posts: 68

Re: Faction Neutral Race

Post#37 » Wed Jul 05, 2017 4:59 pm

Here is the classes for my neutral factions armies:

- Ogres

· Bull Ogre (Tank)
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Her offhand item is a Fist Weapon that works like a shield.

· Irongut (MDPS)
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Big 2 handed mace destroying all enemies xD.

·Ogre Hunter (RDPS)
Image
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Like the Squig Herder, he has sabretusk pets (2).

·Ogre Butcher (Healer)
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He heals throwing steaks to the people (LOL)

Skavens

Like the 1.4 DLC Rat Ogre, Warlock Engineer, Packmaster and Gutter Runner

Tomb Kings

- Tomb Guard (Tank)
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- Tomb Herald or Tomb Prince (MDPS)
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Image

- Skeleton Archer (RDPS)
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- Liche Priest (Healer)
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Greetings!
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Bretonnia was a shield for Wood Elves, normal, they have Toughness 3 also know like paper elves.

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ragnarian
Posts: 20

Re: Faction Neutral Race

Post#38 » Wed Jul 05, 2017 5:33 pm

as devs said, making the models for all these would be a very slow process, this si something people seem to be forgetting, which is why something close to what is already ingame needs to be thought of, which is hwy i propose several races for the 3rd faction:

vampires and their thralls
beastmen
wood elves
border princes/dogs of war/merceneries

beastmen are ingame as it is, so itd be a matter of making them controllable, with armour and stuff

elves are in game, just need to change the skin colour and hair textures, with some changes to armours

merceneries can basically be like the empire, but different classes and some different equipment

vamps and thralls would be the harder one, new model for vampire, use the wraith model for DPS, human for necromancer (healer) and skeleton for Grave guard/Wight.

this is similar to my first idea right at the beginning of this thread, but more to what people want, and 'maybe' less work than 4 whole new classes+models+equipments for evrything.

a way to speed up testing if this is something they do: copy and paste abilities from other pre-existing classes and change their names, if people like whats done, they can 'fine tune' the abilities?

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tazdingo
Posts: 1260

Re: Faction Neutral Race

Post#39 » Wed Jul 05, 2017 6:06 pm

nasty skulkers and orc shamans for greenskins! skulkers would be mental stealth glasscannons with all the cool speedcar stuff gobbos get, orc shamans would be mid range bombers and hexers (think grenadier) and very tanky with some mechanic that makes them unpredictable

creating the character models wouldn't be the hard part, that would be in the animations and all of the gear (pve and rvr for each tier, extra 4ish for t4... 12 full gear set for each class)

i know it won't happen but it's fun to dream. i've dreamt up full skill trees for the skulker whilst bored at work

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Bastion
Posts: 68

Re: Faction Neutral Race

Post#40 » Wed Jul 05, 2017 6:25 pm

One new class need:
- Model (Zbrush for example)
- Animations (Maya for example)
- Sounds (emotes, all about hits, dead etc...)
- Skills (C# in emulator, description in game files)
- Skills icons (Photoshop)
- Items (DB, Icons, Model)
- Starter zone
- Some quests for starter zone
- Some info in Tome of Knowledge
- Etc.....

With only models and animations in existent npc's, only is a 10% of work xD. And i think that more of things yet can't be do because there isn't a tools for do it (client edition, game files edition etc..)

We can dream but only that.
Image
Bretonnia was a shield for Wood Elves, normal, they have Toughness 3 also know like paper elves.

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