Jargon
05-10-2007, 09:01
Should each faction have every agent type available to them, or should some be edited out? I think some changes would need to be made.
Firstly, remove princesses from the game. They only make sense for a handful of factions, and would be one less model you have to make. This would prevent the situation of a Dwarf Princess marrying a Skaven general…..
The need for priests would depend greatly on what direction the religion system takes, so no comment on that as yet.
Some suggestions for the races:
Skaven:
-They should start with lots of spys spread out all over the map, revealing much of the area between the Empire and Orc realms. They should also have an experienced assassin in each of their cities. Having Deathmaster Snitch with his weeping blades in-game would be awesome. I think these agents would play a key part of the Skaven campaign experience, especially if their starting army is weak.
-My first thought was they should have no diplomats, but I guess there’s no reason they couldn’t send an emissary to another faction when necessary. The Skaven are into political intrigue, but it is almost always internal, not external though.
-I think they should have merchants, but purely for a ‘Warpstone’ resource. I would highly suggest this resource, and make it highly valued to Skaven.
Chaos:
-No merchants, no diplomats. Chaos is about total war.
-Spy’s and assassin mostly make sense for chaos, although not for some Chaos God’s like Khorne. I think a Slaneesh based building would prove the most suitable explanation for the production for these agents, as it easier for this God to infiltrate other faction’s cities. Also, if there are no Slaneesh based combat units made for the game, then at least the perverted God will make a sort of cameo appearance this way.
Dwarf:
-Merchants and diplomats make sense.
-I’m a little hesitant to suggest spies, but there’s no reason why they wouldn’t have some.
- Dwarf Assassins? This agent doesn’t sit well with me for the Dwarf race, would anyone else be for them?
Vampire Count:
-Spy’s make sense, as do assassins.
-Since they have so many human slaves, you would imagine they could handle producing merchants and diplomats as well.
Empire + Bretonnia:
- All four agents.
High Elf:
-All four agents. I imagine a High Elf assassin would be deadly, and doubt it would be against their creed to send a shadow warrior in to take someone out.
Dark Elf:
-Similar to Skaven, they should have more experienced assassins to begin the game with. They should not have the same level of spy network as the rats though.
-Merchants, diplomats available to them as well.
Orcs:
-All four agents. The orcs should have every right to try to send a diplomat to another faction, I would just love to see the results of this attempt though. It would be amusing to make their diplomats purposefully incompetent when it came to negotiating.
Lizardmen:
-All four agents available.
I hope that many fo the faction are set to war with each other from the start, to make it hard for diplomats to be used to negotiate peace. They should only be a viable tool for the good factions to work between each other, but the evil faction should still have them available.
The attribute “Charm’ could be renamed to “Willpower” or something similar, I don’t think it fits well with the Warhammer world.
Another related topic would be to discuss which resources are to be included, which i think Warpstone should be one of.
Firstly, remove princesses from the game. They only make sense for a handful of factions, and would be one less model you have to make. This would prevent the situation of a Dwarf Princess marrying a Skaven general…..
The need for priests would depend greatly on what direction the religion system takes, so no comment on that as yet.
Some suggestions for the races:
Skaven:
-They should start with lots of spys spread out all over the map, revealing much of the area between the Empire and Orc realms. They should also have an experienced assassin in each of their cities. Having Deathmaster Snitch with his weeping blades in-game would be awesome. I think these agents would play a key part of the Skaven campaign experience, especially if their starting army is weak.
-My first thought was they should have no diplomats, but I guess there’s no reason they couldn’t send an emissary to another faction when necessary. The Skaven are into political intrigue, but it is almost always internal, not external though.
-I think they should have merchants, but purely for a ‘Warpstone’ resource. I would highly suggest this resource, and make it highly valued to Skaven.
Chaos:
-No merchants, no diplomats. Chaos is about total war.
-Spy’s and assassin mostly make sense for chaos, although not for some Chaos God’s like Khorne. I think a Slaneesh based building would prove the most suitable explanation for the production for these agents, as it easier for this God to infiltrate other faction’s cities. Also, if there are no Slaneesh based combat units made for the game, then at least the perverted God will make a sort of cameo appearance this way.
Dwarf:
-Merchants and diplomats make sense.
-I’m a little hesitant to suggest spies, but there’s no reason why they wouldn’t have some.
- Dwarf Assassins? This agent doesn’t sit well with me for the Dwarf race, would anyone else be for them?
Vampire Count:
-Spy’s make sense, as do assassins.
-Since they have so many human slaves, you would imagine they could handle producing merchants and diplomats as well.
Empire + Bretonnia:
- All four agents.
High Elf:
-All four agents. I imagine a High Elf assassin would be deadly, and doubt it would be against their creed to send a shadow warrior in to take someone out.
Dark Elf:
-Similar to Skaven, they should have more experienced assassins to begin the game with. They should not have the same level of spy network as the rats though.
-Merchants, diplomats available to them as well.
Orcs:
-All four agents. The orcs should have every right to try to send a diplomat to another faction, I would just love to see the results of this attempt though. It would be amusing to make their diplomats purposefully incompetent when it came to negotiating.
Lizardmen:
-All four agents available.
I hope that many fo the faction are set to war with each other from the start, to make it hard for diplomats to be used to negotiate peace. They should only be a viable tool for the good factions to work between each other, but the evil faction should still have them available.
The attribute “Charm’ could be renamed to “Willpower” or something similar, I don’t think it fits well with the Warhammer world.
Another related topic would be to discuss which resources are to be included, which i think Warpstone should be one of.