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> Guilds and races
rb10c
post Jan 26 2011, 04:09 PM
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what i'm trying to do is get generalist guilds as boosters, and true guilds to define the character.

i also try to make evil playable, in a completely different playthrough.


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QUOTE (rb10c @ Feb 14 2011, 03:22 PM) *
Darn, I went off-topic on an off-topic topic. Who's going to go off topic on this off topic, off topic topic?
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Danjen
post Jan 26 2011, 06:00 PM
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I think generalist guilds would be fine if their strength was their flexibility, but unfortunately, the gameplay of Mordor dictates that higher numbers are better.
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rb10c
post Jan 26 2011, 06:08 PM
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what i try to accomplish is that each alignment has their own strength, and the generalist guilds are there to fill the gaps.
SO; a good character has paladin, but no thief. the scavenger gives it a push in the thieving district.
a neutral character has thief, but has warrior to aid in fighting
An evil character has villain, but scavenger to help thieving.


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mordor, my favourite game EVER!!

QUOTE (rb10c @ Feb 14 2011, 03:22 PM) *
Darn, I went off-topic on an off-topic topic. Who's going to go off topic on this off topic, off topic topic?
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damned
post Oct 24 2011, 12:06 AM
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just an idea here but, how about changeing the aliment system? here my thoughs on this, and my spelling somewhat sucks.

races have their G N E aliments (ok that has'nt changed) but it does'nt affect witch guilds they go into (much).... i'll explain this a bit more.
{i have not played mordor in a long time so i will probaly get some deitails wrong}

guilds (exept for the oviousle good, nutural and evil guilds) are restrectied by race type (really, how can dwarfs be thiefs? their fingers are too thick) and witch other guilds you join into (i dont see a pally and scav or pally and ninja ever being together in the same char, somewhat oposing phiolosaphies there, i can see other plp disagreeing though)

EX:you got an elf, your elf can only be G or N, you pick G, now for some guilds, you pick war first, some magic guilds are closed off now, you pick pally seconed, now some thiefing guilds are closed off, next you pick seaker, most of the guilds (if not all) are now closed off

about the good, nutural and evil guilds, IMO it's:

good = palliden
nutrel = thief
evil = villian

again the rest of the guilds anyone can join, so long as the guild will accept that race, yes that means healers can be evil or good and sorceres can be good, nutral or evil
you can have the G,N,E aliment applied to some spells, so the evil healer can get morcal spells, but mabey not the better end high lvl heal spells ...... hmmm i can see alot of tweaking/balancing with this......



why am i even doing this? i'm sure braindead, crusher and the rest have this question seteled allready sleep.gif


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Roland
post May 2 2017, 11:37 PM
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Is anyone still thinking about this?

One suggestion here was to make Healers good instead of neutral. In Avatar, I think the logic for requiring Healers to be neutral was so that any Healer could resurrect any other character in the game. A good Healer would never be able to resurrect an evil character. If all Healers had to be good, this would put the evil alignment at a huge disadvantage.


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