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In Middle-earth, the differing raid difficulties would provide an interesting element of risk/reward.
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Seeing as the mod allows important NPCs to respawn, would failure conditions have to adjusted? Or would raids put traders in danger? That's not something I think I could answer, so I'll move on. Side note: In vanilla, a raid can be failed if every villager is killed (meaning the village no longer registers as one). (Bombadiers wouldn't be needed without a wall, for example.) Fortified settlements = stronger enemies. Or only in the final wave, perhaps?) In addition, it would make sense if the attacking army's composition depended on the type of settlement. (In Middle-earth, for example, Uruk-hai Berserkers and Olog-hai would probably not be in easy raids against Rohan and Gondor, respectively.
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The type of enemy can also depend on difficulty, as seen above. In contrast, Middle-earth settlements vary greatly in size and defenses. Vanilla villages vary in size, but barring Iron Golems, their defenses hardly change. A unique attribute of the mod's settlements is the various levels of fortifications. Inspired by the relevant scenes of the Two Towers film, let's use Uruk-hai invasions of Rohirric villages as an example of a Middle-earth raid. I'll leave it as is for this discussion.) (Considering that, perhaps the names would be better swapped, but that could cause unnecessary confusion. In short, Invasions are all-encompassing skirmishes, while Raids are coordinated attacks on settlements. Instead, the vanilla "hero of the village" effect would be granted (likely along with a reputation bonus.)įactions such as Isengard, Mordor, and (possibly) the Morwaith would be able to utilize vanilla-style raids. (War crimes would be inevitable.)īeing centered around a single settlement, completion would be unlikely to grant much of a conquest bonus. This gives the impression of a more coordinated attack, such as the Siege of Minas Tirith. Vanilla raids can only take place at villages. Invasions can happen anywhere, rather than just around structures.įactions such as Gundabad, Dunland, the Woodland Realm, and (the Riders of) Rohan could utilize invasions. Invasions are centered around conquest mechanics. (Do the attackers lack the discipline to launch a more organized attack, or do they lack the resources?) Invasions have more room for interpretation, lore-wise. In fact, including both could add realism and variety to the various factions of Middle-earth: I believe the two mechanics serve similar, but ultimately different roles. Am I to suggest that invasions be left behind in favor of vanilla raids? Not necessarily. I know I'm not the only person to discuss this, but I wanted to dive deeper into the potential inclusion of vanilla village raids, particularly the unique opportunities provided by combining them with the mod's mechanics.Īs I'm sure we're all aware, the Lord of the Rings mod has included a "raid system" long before vanilla did, in the form of "invasions." In cases such as horses and rabbits, overlaps have often been settled in the favor of vanilla. (Perhaps that could be another config option, for anti-griefing purposes.)
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(The requirements would no longer be met.) Then they would either respawn, or their position would need to be filled by a different NPC. Whether or not special NPCs could respawn (as they currently do), their deaths could provide a natural cooldown timer to prevent further raids. Perhaps there could be a banner (or table of command) option to "set as settlement?" Probably only when certain requirements are met (like the number of NPCs, or the appropriate buildings, etc.)Īlternatively, perhaps the vanilla "job site block" system could be utilized to create your own village buildings, and allow NPCs to be "promoted" to fill those roles? (Like an NPC becoming a blacksmith to run the smithy, or a bartender, farmer, etc.) Regarding designation as a village, I have a couple of ideas: (Maybe certain elven classes could climb walls?) And a "mob griefing in raids" config option seems warranted, definitely. I agree, raids would be a great opportunity to incorporate more siege units.