Author Topic: Community Faction Design Contest - Commander Mode  (Read 10466 times)

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Offline sF_Guardian

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Re: Community Faction Design Contest - Commander Mode
« Reply #105 on: May 22, 2013, 12:27:36 am »
0
Love the "French baguette unit", made me giggle quite a bit  :lol:
I don't want to give a feedback to molly neither i want to ban him,I wanted to give advise high authorities to take his admin rights.Panos you monkey wrench where would u put this topic enlighten me you cancer fuck.

Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #106 on: May 22, 2013, 01:04:56 am »
+1
Figured I'd post this since I think I'll be adding something like it. Should provide a rather unique playstyle when compared with others.
Men of the Trees

As a faction without horses, the Men of the Trees have had to rely heavily on their infantry. These men are used to defending their homelands thick with trees and hills, because of this they're ill prepared for fights on foreign terrain.

Army total cost: 163,306
Army total points: 14

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« Last Edit: May 22, 2013, 06:55:07 am by Tydeus »
chadz> i wouldnt mind seeing some penis on my character

Offline Teeth

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Re: Community Faction Design Contest - Commander Mode
« Reply #107 on: May 22, 2013, 01:12:25 am »
+2
The percentage of Nordic looking factions is too damn high!

Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #108 on: May 22, 2013, 02:20:35 am »
0
The percentage of Nordic looking factions is too damn high!
Indeed, so I merged a few of em. Right now we can only have 6 factions implemented, so we have to be rather selective. Eventually (probably soon) we'll be able to have more than just 6. When this happens, there won't be any kind of a limit on the number of faction that we can have. At the same time, I'll run another one of these with a better ruleset.
chadz> i wouldnt mind seeing some penis on my character

Offline okiN

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Re: Community Faction Design Contest - Commander Mode
« Reply #109 on: May 22, 2013, 08:16:41 am »
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I bet that faction is going to be OP. :o
Don't.

Offline peter_afca7

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Re: Community Faction Design Contest - Commander Mode
« Reply #110 on: May 22, 2013, 08:22:17 am »
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The Rowdy Ravishing Rummaging Ruffians

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but but but, cav is then waaaaaaaaaaaaay to OP

Offline Everkistus

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Re: Community Faction Design Contest - Commander Mode
« Reply #111 on: May 22, 2013, 09:15:52 am »
+7
Fashion Crime

Christmas Tree Trooper
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Obscenely Ugly Archer
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Plastic Special
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A Fucking Duck
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Angry Panda Bear
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Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #112 on: May 22, 2013, 09:28:31 am »
0
Fashion Crime

Christmas Tree Trooper
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You actually managed to make a faction worse than both of mine, congrats.
chadz> i wouldnt mind seeing some penis on my character

Offline Royans

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Re: Community Faction Design Contest - Commander Mode
« Reply #113 on: May 22, 2013, 10:01:09 am »
+1
The number of whiskey bottle needed for such an army is going to be crazy!

Offline Teeth

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Re: Community Faction Design Contest - Commander Mode
« Reply #114 on: May 22, 2013, 10:39:43 am »
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Indeed, so I merged a few of em. Right now we can only have 6 factions implemented, so we have to be rather selective. Eventually (probably soon) we'll be able to have more than just 6. When this happens, there won't be any kind of a limit on the number of faction that we can have. At the same time, I'll run another one of these with a better ruleset.
I wouldn't go too overboard with the number of factions, people still need to be able to get to know them to use effectively. Also, more factions means more difficult balancing.

As you seem to be the guy getting all this shit sorted, how long until we can see some of these factions in the game? Like a week or more like a month? Wasn't this gamemode only created to make use of the double servers which were available for a limited period? Seems like an awful lot of work for something that won't last.

Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #115 on: May 22, 2013, 04:11:02 pm »
+1
I wouldn't go too overboard with the number of factions, people still need to be able to get to know them to use effectively. Also, more factions means more difficult balancing.

As you seem to be the guy getting all this shit sorted, how long until we can see some of these factions in the game? Like a week or more like a month? Wasn't this gamemode only created to make use of the double servers which were available for a limited period? Seems like an awful lot of work for something that won't last.
The initial 6 have been chosen, stats created, minor tweaks applied, now we just need chadz's final seal of approval + patch. It was created because of the opportunity, with the possibility of being permanent(maybe not all of the servers). While it's true that I'm putting a lot of this together and balancing the factions, this is still a group project. A lot of people have contributed in one way or another, both players and devs.
chadz> i wouldnt mind seeing some penis on my character

Offline ARN_

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Re: Community Faction Design Contest - Commander Mode
« Reply #116 on: May 22, 2013, 04:28:50 pm »
0
The initial 6 have been chosen, stats created, minor tweaks applied, now we just need chadz's final seal of approval + patch. It was created because of the opportunity, with the possibility of being permanent(maybe not all of the servers). While it's true that I'm putting a lot of this together and balancing the factions, this is still a group project. A lot of people have contributed in one way or another, both players and devs.

Exiting to see what factions that were chosen, and thanks a lot for this gamemod I love it :D
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Offline Knitler

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Re: Community Faction Design Contest - Commander Mode
« Reply #117 on: May 22, 2013, 05:50:35 pm »
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.5UP over allowed, and 10k gold .... i could fix it, but everything fits soo fucking fine .... Is it allowed to post it :/?
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Re: Community Faction Design Contest - Commander Mode
« Reply #118 on: May 22, 2013, 06:20:48 pm »
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.5UP over allowed, and 10k gold .... i could fix it, but everything fits soo fucking fine .... Is it allowed to post it :/?
Look at the legion, it's 1.5 over and like only 15K under, it's fine just post it.
chadz> i wouldnt mind seeing some penis on my character

Offline Knitler

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Re: Community Faction Design Contest - Commander Mode
« Reply #119 on: May 22, 2013, 06:27:06 pm »
+5
The Holy Imperium

Faction Concept:The Holy Imperium, representing The Holy Roman Empire of the German Nation; consists of units that are strong all around, with specialized units and other heavy infantry. (However, they don't have any archers except for archer militia, favoring crossbows instead.) The Imperiales also have excellent cavalry in the form of Knights.

Dismounted Imperial Knights
True knights in shining armour, in principle at least, these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective warriors who practice their skills daily in tournaments and mock fights. On the battlefield, their steel plate protection makes them hard to kill. Although most fight mounted, those that go on foot wield their maces with deadly effect.

Equipment
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Total Armor Cost: 36,986; 60 armor 2.5 points
Mean Weapon Cost: 5,640 1 point (inculding shields)
Mean Shield Cost: 4,277
Subtotal: 59,549 Gold; 3.5 points

Proposed Stats:
30 strength
21 agility
10 PS
10 IF
7 Athletics
7 Shield
160 1h wpf




Imperial Knights (Lancer division)
These knights dominate both society and the battlefield in medieval Europe. Under the feudal system each man owes military service to his lord in return for protection, a grant of land, and the peasants to work it. Trained as warriors from birth, their favourite tactic is the headlong charge. Despite the simple tactics, their strong armour, heavy lances, and martial prowess mean that only the most resolute can resist them.

Equipment
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Total Armor Cost: 11,436; 43 armor 1.5 points
Total Shield Cost: 4,328
Mean Horse Cost: 33,248; 2 points
Mean Weapon Cost: 6,640 1 point (including shield)
Subtotal: 68,932 Gold; 4.5 points

Proposed Stats:
24 Strength
21 Agility
8 PS
7 IF
6 Riding
5 Shield
5 Athletic
130 1h/pole wpf



Imperial Crossbowmen
While the crossbow is relatively easy to use and powerful, it leaves the user quite vulnerable during the slow reload process. These men have quite much train on aiming, and they know what to do. They are also protected with some Mail amor.

Equipment
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Armor Total: 1,972; 26 armor 1point
Ranged Weapon Total: 5,789
Melee Weapon Total: 2,990 .5 point (1 poiint together with ranged)
Subtotal: 10,751 2 points

Proposed Stats:
27 Strength
21 Agility
8 PS
8 IF
7 Athletics
140 crossbow wpf
120 1h wpf




Imperial Zerschmetterer
Literally meaning Bloodcrusher´s, in German, in reference to the grip needed to wield their massive weapons. Zerschmetterer´s are well armoured foot troops who can cut a bloody swathe through nearly all infantry they will encounter. This unit is deployed by the Holy Imperium and often forms the vanguard when assaulting enemy battlelines.

Equipment
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Armor Total: 12,122; 43 armor 1.5 point
Mean Weapon Cost; 9,386; 1point
Subtotal: 30,893 2.5 points

Proposed Stats:
30 Strength
20 Agility
9 PS
7 IF
7 Athletics
150 2h/pole wpf




Imperial Seargents
Armoured Sergeants are professional warriors, drawn from the lower classes. They have some skill in combat and are well equipped with spears, large shields and mail armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported.

Equipment
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Armor Total: 7,915; 43 armor 1.5 point
Shield Total: 3,052
Mean Weapon Total: 4,329; .5 point (includes the shield cost)
Subtotal: 20,903 2points

Proposed Stats:
24 Strength
24 Agility
8 PS
8 IF
5 Shield
7 Athletics
130 1h/pole wpf

Totals;
14.5 Unit points
Factioncost; ~190k



Still not sure about some of their builds .... i cant make everything :D
And maybe some other weapons to bloodcrushers like poleaxes and barmaces.
« Last Edit: May 22, 2013, 06:39:24 pm by Knitler »
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