I hope they do make it in game as its another nice uniqueness to each faction.
I can think of certain aspects for example Warriors of Chaos and beastmen could have a rite based on each Chaos God but have variations for each race. I would imagine Rite of Tzeench increases winds of magic etc, Nurgle unit replenishment and possibly resilience against attrition, Khorne could give frenzy and battle buffs, and Slanesh increased recruitment vet and possibly growth boost.
I could see factions having rites for Rare units e.g. Empire has one to recruit steam tanks much like how Slann are recruited or once you buy one its put in a recruitment pool to assign it to an army.
What Ideas do you guys have?
6 ·
Comments
- Report
3 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
1 · Disagree Agree- Report
1 · Disagree Agree- Report
2 · Disagree AgreeRites themselves aren't even very good in making Vortex factions unique from eachother, other mechanics do a far better job, unsurprisingly.
Having watched a recent Tomb Kings gameplay vid, their own Rites selection also works on very similar mechanics. Sure not all factions have a rite that unlocks recruitment for characters, but I can actually count three out of the four factions that have this. Tomb Kings seem to have TWO rites related to such recruitment. Either CA is very lazy or there are technical limitations to the Rites mechanics.
The biggest reason why they wouldn't give Old War factions rites would also be that it takes time to develop and produce, and then test to fine tune. That's also assuming they won't retroactively carry them over to Game1 and not merely to Mortal Empires, which itself requires porting it over the same way they have to with Norsca.
Biggest example would be not a simple unlock X to spend Y to gain Z effect. They can even just do a Lizardmen-esque mission lock feature where Rites are only unlocked via doing certain missions, and once said Rite is used, the Rite is locked until you achieve the same type of mission again, rather than a simple cooldown period.
That to say, I would want Old World factions to have Rites-like mechanics, but preferably designed in a much more distinguishable way than a very samey mechanic that more likely makes Game1 races less unique than others.
Corrected action is the most sincere form of apology.
- Report
4 · Disagree Agreehttp://warhammerfantasy.wikia.com/wiki/Old_World_Pantheon
- Report
4 · Disagree AgreeBut it taught me a valuable lesson. Don’t assume anything and you won’t get disappointed. As is I have little hope for the Old World races to even recieve any update to their mechanics at all. At least I’ll be pleasantly surprised if it ever were to happen.
- Report
3 · Disagree AgreePeople asked for it a lot... and they found a way to bring them. Now all DLC-factions will have them right from the start (Norsca, Tomb Kings).
Might be a similar thing here....as long as people keep asking for it....
- Report
0 · Disagree AgreeAdding some obscure rites to six factions along with the mechanic just for ME will not boost sales. Adding a random LL for a random WHII faction will though for a fraction of the cost.
- Report
0 · Disagree Agree- Report
10 · Disagree Agree- Report
0 · Disagree AgreeSo.... its all about increasing replayability, to hold people longer, so they buy the sequel/more dlc.
- Report
0 · Disagree AgreeWhile I agree that the rites are not the key factors that make the new 4 factions unique its a nice addition that could suit all the old world factions if they all had their own unique rites resulting in a bit more depth to each existing faction.
- Report
3 · Disagree AgreeSeemed a fair trade-off, the New World having Rites granting them these massive boons and the Old World able to pull half a stack of elite units out of it's backside no matter where on the map within one turn.
As it stands, considering how well the New World races stack up against the Old World already, they will wipe the floor with the Old World races once those RoR come in.
- Report
1 · Disagree Agree- Report
0 · Disagree AgreeEmpire: Summon the Elector Counts! (Increase chances of confederation)
Greenskins: Summon Colossal Squig
Beastmen: Summon Jabberslythe
Brettonia: Call Errantry War (reworked med2 crusade mechanic)
Wood Elves: Move Army across map via world roots
- Report
0 · Disagree Agree- Report
0 · Disagree AgreeEDIT:
After recently playing Bretonnians for an experiment, I think Rites for Bretonnians can be made like the following:
Distinguishing concepts:
Like all Rites types, this one has a different name which I'll just call Edicts.
-Edicts cost only chivalry; more chivalry can be spent to use another rite the next five turns, which each successive turn reducing chivalry cost, so you either spend lots now, or spend less later, player's choice in a strategy game, go figure.
-Edicts have drawbacks to them, so choosing one may have negative impact on certain elements of the game. An edict can boost income but incur a control penalty, for instance.
-Edicts are toggled, they do not expire until you choose to cancel them. You can after the initial waiting period have all Edicts turned on. Each successive Edict toggled cost more chivalry, so you may not have enough until well into the game unless you've been doing nothing but chivalrous stuff and rapidly accumulating it. You may want to eventually cancel them to adjust your strategy if the penalties are not suitable.
-Revolt modifies: revolts that are not Chaos, Vampiric or Skaven will result in modified rebel armies of large size to immediately spawn. If multiple edicts are toggled, the revolts will be randomized according which one is active.
Peasant Based Rite:
Bonuses: Temporarily increases peasant economy OR reduce their upkeep to zero; doubles replenishment rate and farm/ industry income.
Penalties: 50% increase to all public order penalty effects, ie -4 to taxes becomes -6; additional attrition casualties to Peasant units from all sources; Untainted revolts will spawn large peasant armies with high experience, including foot squires
Knights based Rite:
Bonuses: knights+Paladin hero gain combat buffs, doubles replenishment rate
Penalties: additional upkeep and attrition casualties to knight units from all sources; Untainted revolts will spawn large knight armies with high experience, including pegasus knights
Magic based Rite:
Bonuses: buffs for mages, untainted, attrition resistance, increased Winds of Magic
Penalties: reduced combat attributes for all mages; Untainted revolts will spawn large combined armies with high experience, including mages with spells
Summon Green Knight: limiting to four and never again is stupid. Costing chivalry and hefty cooldown time in a gigantic campaign map is more sensible. Paladins gain XP bonus during duration, and units in Green Knight's army gin huge leadership buff. This Edict needs to be un-toggled in order to begin Green Knight's recovery period if he is Wounded.
Penalties: increased Wound Recovery times for all characters, Untainted revolts will disable all Green Knight bonuses until Edict is re-toggled.
In addition, Green Knight button is replaced by Errantry War, which is like Crusade from MTW2 and War Coordination Target. You select an existing hostile/ enemy faction (that is not Bretonnian), and you gain bonuses to things like post-battle loot and leadership against that faction's troops; the more battles you win, the greater the bonuses until it has expired. Target faction will hate you more.
Corrected action is the most sincere form of apology.
- Report
1 · Disagree AgreeI expected rites to have been removed, being the easiest fix to balance between TWW1 and TWW2; coupled with them having no real story application outside of the Vortex ritual.
What I found was simply a bodge job of cut / paste between the two games with no meaningful development and intergration.
Coupled with that it seems to be a very old version of TWW1 which was used and not even the latest (I.e. dwarf dominance, incorrect reinforcement positions)
Good Job it was free*
--------
How are pre-orders looking these days CA?
Enjoying playing Stellaris by the way.
- Report
1 · Disagree AgreeI don't even want to look back at them anymore, as I said either keep rites in Vortex only or add new ones.
There is always space to add more of them, especially that each Race has own pantheon.
Like Rites of Sigmar/Ulric, Morr, Taal, Shalya.
Or like Skavens it doesn't need to be God related, couls be say like Rite of Geheimnisnacht for Vampires.
Rites must be added.
- Report
1 · Disagree Agree- Report
0 · Disagree AgreePraise the modders!
- Report
0 · Disagree Agree- Report
0 · Disagree AgreeTo be more specific, this part:
Giving them rites would be a great way to improve them.
- Report
5 · Disagree Agree- Report
0 · Disagree AgreeI suppose this will give you hope as well then ^^ This was already over 3 months ago on the topic 'No current plan to give Old World Races Rites in Mortal Empires'.
- Report
1 · Disagree AgreeSpawn an army of Tuskgor Chariots, Jabberslythe and Ghorghon led by a Doombull.
- Report
2 · Disagree Agree- Report
1 · Disagree Agree