So, on the subject of sub-HQs, I think that yes, they should give the 5000 troop bonus, however, this should not be regenerable (Can't regen) This encourages the capturing side not to hold it forever and helps avoid unbalance, where the capturing side could create a large imbalance (15000 MWE if held for a long time) Otherwise someone will decide to just capture the enemy Subs and slowly wear down the other side (Totally not my idea )
As for everything else, I think KK's list is great and I don't think there is anything else.
In all honesty, I don't think whether or not a captured sub-HQ's troops are regenerable or not will make a significant difference in how long it takes for it to be recaptured. If one can regenerate them, then most of the troops will probably stay and protect the HQ, while some will go out to battle, boosting the main HQ's power a little bit. If they're not regenerable, then any crafty RPer will simply ship the sub-HQ's troops off to whatever locations are most secure, and leave them there as the garrison while the old garrison goes out to fight. The end result will be the same, it's just that one option takes a lot more effort from the user.
But I understand where you're coming from with this, and I have another idea that might work. Rather than go with a simple regenerable or non-regenerable boost in troops for the capturing HQ, I suggest a bit of a mixture between the two. Say, upon capture, the sub-HQ grants five-thousand troops worth to its new parent-HQ (to be generated at the sub-HQ as usual), but only raises the actual troop limit by about two thousand MWE or so. This will give a temporary bonus to the main HQ without such a major loophole, but isn't so temporary that the sub-HQ becomes a burden once the extra troops are destroyed. You'll get three thousand troops to boost your current armies for a little bit, and two thousand long-term troops that can defend the sub-HQ. Since the non-regenerable part is built into the troop limit as opposed to specific troops, you can't just hide the non-regenerable troops so that you don't lose them, since none of your troops will be regenerable until enough are destroyed. We will still have to figure out some other things, like what the requirements are to be re-granted a sub-HQ's troops (presumably the HQ would have to be lost and then re-captured, but I'd suggest a time delay in between the two to prevent workarounds to keep the additional troops), and there are some other issues of its own that will need to be resolved (like how the bonus troops work when the main HQ doesn't have all of its troops generated), but I think it'll be a better solution to the same problem with capturable sub-HQs.
So, with both robotics and debate ending in about two weeks, and since I don't see this RP being finished in less than two weeks, it looks like I might get the time again to rejoin. I'll probably just stay in this RP for now, and not join the Fourth-age RP, but that could change later. Of course, if nobody has any issues with it, I would like to return to my position at Erebor. I mean, I've technically been leader of it for only the past four years or so.
I think I'll go with Mirkwood for my HQ. I don't know about second, maybe Bree? Just say if you want me to join you (Obviously only Good RPers )
Actually, I think I might go Evil this time, because I've never gone properly bad Sorry 8L, but you'll need another leader for Mirkwood I'll also probably go for an HQ with men, so probably Harad or Rhun. In fact, unless someone has an objection, or would like it, I will go for Harad
Ok, I can see why. I almost went evil myself, but I did that in the 4th age RP.
Then what do we do for the Dalian sub-hq? Dorwonion? Laketown? Or maybe a Beorning Sub-HQ. I like the idea of it being the Vale of the Aunduin. That should help pull Dale's focus away from Rhun, hopefully preventing a 3 v 1 against Rhun. Which I know Lion did not approve of.
Ok, just clarifying.
I like that idea myself. 5000 MWE for a captured Sub HQ?
Sounds good.
I vote no flying creatures. I'm fine with some warewolves. BECAUSE if we do have a Beorning HQ. They should get Skin changers. Which are a 'Werebear' and maybe other animals (Tolkien never said that the skin changers could only change into a Bear.
I agree with everything you said.
Werewolves were extinct by the time of the WotR and if I remember correctly couldn't shift between men and wolves. They were spirits (I think Maiar) trapped in the bodies of wolves, and the most powerful of them were Draugluin and Charcaroth. Charcaroth was the one who bit off Beren's hand.
I don't think they where since Gandalf said that Sauron had Werewolves, and trolls, and orcs in his army's. I didn't say we should have them, I just thought that it would be ok for balince. But we could also make Beornings more a counter to Trolls.
Actually, I think I might go Evil this time, because I've never gone properly bad Sorry 8L, but you'll need another leader for Mirkwood I'll also probably go for an HQ with men, so probably Harad or Rhun. In fact, unless someone has an objection, or would like it, I will go for Harad
Ok, I can see why. I almost went evil myself, but I did that in the 4th age RP.
Werewolves were extinct by the time of the WotR and if I remember correctly couldn't shift between men and wolves. They were spirits (I think Maiar) trapped in the bodies of wolves, and the most powerful of them were Draugluin and Charcaroth. Charcaroth was the one who bit off Beren's hand.
I don't think they where since Gandalf said that Sauron had Werewolves, and trolls, and orcs in his army's. I didn't say we should have them, I just thought that it would be ok for balince. But we could also make Beornings more a counter to Trolls.
Then what do we do for the Dalian sub-hq? Dorwonion? Laketown? Or maybe a Beorning Sub-HQ. I like the idea of it being the Vale of the Aunduin. That should help pull Dale's focus away from Rhun, hopefully preventing a 3 v 1 against Rhun. Which I know Lion did not approve of.
Ok, just clarifying.
I like that idea myself. 5000 MWE for a captured Sub HQ?
Sounds good.
I vote no flying creatures. I'm fine with some ware wolves. BECAUSE if we do have a Beorning HQ. They should get Skin changers. Which are a 'Werebear' and maybe other animals (Tolkien never said that the skin changers could only change into a Bear.
I agree with everything you said.
Pfft, it isn't even four thousand. Plus, mine is more condensed, so it takes up less vertical space.
And that's probably one of the parts that we'll actually need a vote on. Dale does have several options for its sub-HQ, but none of them are quite ideal.
Five thousand seems good to me. Not so much as to immediately let the capturing HQ overpower everyone else, but enough to make it noticeably better than a standard region. With how valuable sub-HQs are anyways, most of these troops will likely be used to defend them, just like the troops from regular regions are. Other troop bonuses like the SWE boost should probably also be about half.
Seems reasonable.
Wait, sorry, I accidentally counted to wrong post. I knew it was a little bit longer than that. But still, mine's more condensed vertically than yours.
So, with both robotics and debate ending in about two weeks, and since I don't see this RP being finished in less than two weeks, it looks like I might get the time again to rejoin. I'll probably just stay in this RP for now, and not join the Fourth-age RP, but that could change later. Of course, if nobody has any issues with it, I would like to return to my position at Erebor. I mean, I've technically been leader of it for only the past four years or so.
Why do you tempt me? Maybe I should go elves and dwarves...
One mod to rule them all and in the darkness ban them - Lord of the Mods "I am the Mod Reborn!" - masterlegobuilders I'm the real boss
So, on the subject of sub-HQs, I think that yes, they should give the 5000 troop bonus, however, this should not be regenerable (Can't regen) This encourages the capturing side not to hold it forever and helps avoid unbalance, where the capturing side could create a large imbalance (15000 MWE if held for a long time) Otherwise someone will decide to just capture the enemy Subs and slowly wear down the other side (Totally not my idea )
As for everything else, I think KK's list is great and I don't think there is anything else.
In all honesty, I don't think whether or not a captured sub-HQ's troops are regenerable or not will make a significant difference in how long it takes for it to be recaptured. If one can regenerate them, then most of the troops will probably stay and protect the HQ, while some will go out to battle, boosting the main HQ's power a little bit. If they're not regenerable, then any crafty RPer will simply ship the sub-HQ's troops off to whatever locations are most secure, and leave them there as the garrison while the old garrison goes out to fight. The end result will be the same, it's just that one option takes a lot more effort from the user.
But I understand where you're coming from with this, and I have another idea that might work. Rather than go with a simple regenerable or non-regenerable boost in troops for the capturing HQ, I suggest a bit of a mixture between the two. Say, upon capture, the sub-HQ grants five-thousand troops worth to its new parent-HQ (to be generated at the sub-HQ as usual), but only raises the actual troop limit by about two thousand MWE or so. This will give a temporary bonus to the main HQ without such a major loophole, but isn't so temporary that the sub-HQ becomes a burden once the extra troops are destroyed. You'll get three thousand troops to boost your current armies for a little bit, and two thousand long-term troops that can defend the sub-HQ. Since the non-regenerable part is built into the troop limit as opposed to specific troops, you can't just hide the non-regenerable troops so that you don't lose them, since none of your troops will be regenerable until enough are destroyed. We will still have to figure out some other things, like what the requirements are to be re-granted a sub-HQ's troops (presumably the HQ would have to be lost and then re-captured, but I'd suggest a time delay in between the two to prevent workarounds to keep the additional troops), and there are some other issues of its own that will need to be resolved (like how the bonus troops work when the main HQ doesn't have all of its troops generated), but I think it'll be a better solution to the same problem with capturable sub-HQs.
Alright, yeah, but any crafty RPer would still do the same, it just means they can regen a few as well in the garrison of another/same region.
So, perhaps it should be the next 3000 MWE you lose in battle are non regenerable to completely negate being able to hide them? I suggest the other HQ (opposite side) has to hold it, not under siege for two weeks at least.
One mod to rule them all and in the darkness ban them - Lord of the Mods "I am the Mod Reborn!" - masterlegobuilders I'm the real boss
So, with both robotics and debate ending in about two weeks, and since I don't see this RP being finished in less than two weeks, it looks like I might get the time again to rejoin. I'll probably just stay in this RP for now, and not join the Fourth-age RP, but that could change later. Of course, if nobody has any issues with it, I would like to return to my position at Erebor. I mean, I've technically been leader of it for only the past four years or so.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!
I won't be able to dominate everyone with my tanks Well, if you must, I guess.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Werewolves were extinct by the time of the WotR and if I remember correctly couldn't shift between men and wolves. They were spirits (I think Maiar) trapped in the bodies of wolves, and the most powerful of them were Draugluin and Charcaroth. Charcaroth was the one who bit off Beren's hand.
I don't think they where since Gandalf said that Sauron had Werewolves, and trolls, and orcs in his army's. I didn't say we should have them, I just thought that it would be ok for balince. But we could also make Beornings more a counter to Trolls.
Well. . . Don't you thinks 10,000 Trees and Ents are enough of a counter to trolls not to mention that you guys always insist that trolls can be destroyed by arrows (their are numerous places in the movies where they show that some trolls have completely arrow-resistant skin.). Oh yeah, and they're "weak to javelins". and then of course a scorpion/catapult or any other seige weapon could destroy one. I think we have enough of a counter to trolls. Also, if their was one skin-changer in the Hobbit, their would be one in the Lord of the Rings. having a sub-HQ in that area might not be bad, but no skin-changers unless gundabad gets Werewolves and men.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
I don't think they where since Gandalf said that Sauron had Werewolves, and trolls, and orcs in his army's. I didn't say we should have them, I just thought that it would be ok for balince. But we could also make Beornings more a counter to Trolls.
Do you remember where he said that?
I don't remember that either. I think I vaguely remember somewhere that their were WereWolves in the North (where Gundabad is) but still. . .
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
In all honesty, I don't think whether or not a captured sub-HQ's troops are regenerable or not will make a significant difference in how long it takes for it to be recaptured. If one can regenerate them, then most of the troops will probably stay and protect the HQ, while some will go out to battle, boosting the main HQ's power a little bit. If they're not regenerable, then any crafty RPer will simply ship the sub-HQ's troops off to whatever locations are most secure, and leave them there as the garrison while the old garrison goes out to fight. The end result will be the same, it's just that one option takes a lot more effort from the user.
But I understand where you're coming from with this, and I have another idea that might work. Rather than go with a simple regenerable or non-regenerable boost in troops for the capturing HQ, I suggest a bit of a mixture between the two. Say, upon capture, the sub-HQ grants five-thousand troops worth to its new parent-HQ (to be generated at the sub-HQ as usual), but only raises the actual troop limit by about two thousand MWE or so. This will give a temporary bonus to the main HQ without such a major loophole, but isn't so temporary that the sub-HQ becomes a burden once the extra troops are destroyed. You'll get three thousand troops to boost your current armies for a little bit, and two thousand long-term troops that can defend the sub-HQ. Since the non-regenerable part is built into the troop limit as opposed to specific troops, you can't just hide the non-regenerable troops so that you don't lose them, since none of your troops will be regenerable until enough are destroyed. We will still have to figure out some other things, like what the requirements are to be re-granted a sub-HQ's troops (presumably the HQ would have to be lost and then re-captured, but I'd suggest a time delay in between the two to prevent workarounds to keep the additional troops), and there are some other issues of its own that will need to be resolved (like how the bonus troops work when the main HQ doesn't have all of its troops generated), but I think it'll be a better solution to the same problem with capturable sub-HQs.
Alright, yeah, but any crafty RPer would still do the same, it just means they can regen a few as well in the garrison of another/same region.
So, perhaps it should be the next 3000 MWE you lose in battle are non regenerable to completely negate being able to hide them? I suggest the other HQ (opposite side) has to hold it, not under siege for two weeks at least.
That's what Kitkat said. And what do you mean, hold it without it being under siege for two weeks? a captured sub-HQ is going to be way more difficult to be not under siege. It's 10,000 MWE to that side. I'd be surprised if their is ever a time when at least one isn't under attack.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
So, with both robotics and debate ending in about two weeks, and since I don't see this RP being finished in less than two weeks, it looks like I might get the time again to rejoin. I'll probably just stay in this RP for now, and not join the Fourth-age RP, but that could change later. Of course, if nobody has any issues with it, I would like to return to my position at Erebor. I mean, I've technically been leader of it for only the past four years or so.
I already said I would like to lead Erebor, but I will switch to Dale and be 2ic of Erebor under you.
So, with both robotics and debate ending in about two weeks, and since I don't see this RP being finished in less than two weeks, it looks like I might get the time again to rejoin. I'll probably just stay in this RP for now, and not join the Fourth-age RP, but that could change later. Of course, if nobody has any issues with it, I would like to return to my position at Erebor. I mean, I've technically been leader of it for only the past four years or so.
Why do you tempt me? Maybe I should go elves and dwarves...