Board Thread:Suggestions forum/@comment-34030170-20190830163105/@comment-34030170-20190830224300

110.32.166.95 wrote: OneBehindTheHair wrote: Hello, again. Time for another of my Orc suggestions.

So, today I'll be suggesting something that quite few players have wanted: a subfaction for the Orcs of Gundabad! Specifically, the Orcs of the High Pass and Goblin-town. Grievous has already written a very nice suggestion on this subject (On the Goblins of the High Pass), but I've had my own ideas about them I'd like to throw into the mix. This suggestion will also have a few changes to Gundabad itself.

Goblins
...are Orcs. I'll be using the name 'goblin' for a few parts of this, and of course this suggestion extends to Goblin-town, but I won't be including any kind of tiny, weak Orc offshoots that people tend to imagine. No, these Orcs will be Orcs. I'll be referring to this subfaction as the High Pass, too. It has the convenience of not being limited to Goblin-town, which is a definite plus.

High Pass
This would be a new biome in the Misties, going through the mountains around the current High Pass and Goblin-town waypoints. This biome, flatter and walled by the high peaks of the Hithaeglir, would be relatively easy to travel through (the rest of the Misties should be significantly more dangerous) - if not for the Orcs. There'd also be the occasional cliff or ravine, many fallen boulders thrown by the Giants, and lots of caves, some inhabited. Abandoned Dwarven structures should also be slightly more common here. Gundabad Orcs of this subfaction spawn commonly in caves and at night, as can be expected, but the Beornings (when added) would also frequently patrol here. Both can invade the area.

Structures
The High Pass Orcs primarily live in mines and caves, all very rundown. Stone, brick, and charred wood are very prominent in these structures. What's more, stalactites/gmites are growing from the rock like weeds. There is much loot to be found in some of these structures, including stolen treasure, food, and miscellaneous Goblin equipment.

Abandoned Cave: More a feature of the biome than a proper structure. These spawn frequently in the High Pass, and only differ from normal caves in their interior: hearth blocks, skulls, and some charred scaffolding have some chance to generate inside - chests too, although their contents might be long gone. Sometimes, lost travellers and their ponies can be found hiding in the darkness, and sometimes Trolls. Occasionally, a different sort of cave can be found hidden away at the back...

Goblin Cave: These too can be found in the High Pass, sometimes attached to Abandoned Caves. They can spawn open, but they'll often be found sealed off with a Goblin Gate. Venture through and you'll see an Orc bed, a a fire, and a chest, but be careful! An Orc or two will be waiting inside.

High Pass Mine: Not all Goblin Caves are alone. Some have tunnels down into these endless halls. Find your way through the countless twists and turns to the center, a large cave lit by torches and fire. This central chamber houses countless Orcs, and their chieftain who spawns on a throne of jagged rock. The mines themselves are filled with loot and Goblins, and each tunnel has its use. Some are caves the Orcs tunnelled into, some are proper mines, and others are filled with lonely, dark cells: this last variant also leads to a larger room, filled with cruel contraptions for the Orcs' amusement. Others hold armouries and forges. Ravines and pits can be found in the tunnels, with bridges crossing them (although not all are intact). Many of the tunnels also have secret rooms, blocked with Goblin Gates. Some mines have walls of cracked or dirty brick (stone or Goblin, or rarely Dwarven), but just as many have untouched stone.

Goblin Watch-post: These rickety towers spawn along the Anduin and the foothills, preferably only around the High Pass. Archers and Goblin Scouts spawn in them, and a few chests with the usual loot.

Warg Cave: Another type of cave, filled with the remains of prey. These spawn along the High Pass, and where Watch-posts spawn. Inside lives a few Gundabad Wargs.

Items and Equipment
The Goblins have some basic equipment, serviceable for their needs.

Goblin Armour: Crafted on a Gundabad crafting table. It uses Orc steel, fur, and bones in its components. The majority of its look is fur, with bone providing the decoration, and steel the basic protection. The helmet is a simple metal cap, with an open face and fur hanging from the back to cover the neck. Two metal spikes protrude backwards over the fur. A full set gives the player 13 armour points, and has equal durability to iron armour.

Goblin Skull Helmet: This is a special variant of the Goblin helmet. It can be crafted by placing the Goblin Helmet in a Gundabad crafting table over a bone helmet. When worn, it resembles the normal helmet, but with the skull now covering the face.

Goblin Scout Armour: This armour is worn, surprisingly, by Goblin Scouts. It's crafted with fur in a Gundabad crafting table, although the chestplate has two Orc steel ingots in its recipe (one in the middle and the other below that). When wearing a full set, the player is given a speed boost, slightly lower than the Wood-elven Scout's, and a lower detection radius, like the Galadhrim cloak. It has equal stats to Ranger armour.

Goblin Scimitar, Axe, and Spear: All crafted on a Gundabad crafting table using sticks and Orc steel, with equal stats to Mordor equipment.

Goblin Crossbow: A rickety crossbow crafted with planks, sticks, and string. It does as much damage as the bronze crossbow, but with much lower durability. Goblin Archers and Scouts use these.

Goblin Torch: Something to make this subfaction even more interesting. This special weapon can be crafted on a Gundabad crafting table, with a stick underneath an Orc steel ingot, and an Orc torch on top. This weapon deals 6 damage and lights enemies on fire, and can also be used like flint and steel.

Goblin Warg Armour: This armour is very light, using fur and Orc steel. It can be crafted on a Gundabad crafting table, and is relatively weak compared to the Warg armour of other factions.

Goblin Brick: This would be common in most Gundabad structures, and can be crafted using normal stone. It resembles grey-brown brick, very messily arranged, some bricks differently coloured. Also comes in cracked and dirty variants.

Dirty Brick: A new variant of bricks, like mossy and cracked. The brick appears stained and brown. Many Orc structures would use this, and it can be crafted by placing the brick of your choice in a faction's crafting table with a block of dirt.

Goblin Gate: This can be crafted like a Dwarven door in a Gundabad crafting table. It's almost identical, except for a dark crack through the center (like Ithilden doors, this would need to be able to connect). It can also be crafted on a Morgul crafting table using Mordor rock to produce a new variant. They will also open under players with negative Gundabad alignment, with a cracking sound and animation before they do.

They should also have a banner, but I'm at a loss for what it should be. Feel free to lend any ideas.

NPCs
These mobs mostly spawn in the High Pass, but also in the foothills and the Anduin (although Warg-riders and scouts are more common there). They can invade any of those places, and the Lone-lands.

Goblin-soldier: Orcs dressed in Goblin-armour, with equal stats to other Gundabad Orcs. Nothing special.

Goblin Archer: Self-explanatory. Soldiers with crossbows.

Goblin Scout: A pixel smaller than their soldier comrades, these fur-clad scouts can move quickly and quietly. They have a higher detection range than usual Orcs, while enemies have a harder time detecting them. They can switch between Orc bows and daggers.

Goblin Warg-rider: These soldiers spawn mounted on Wargs, with a mixture of Goblin and Goblin Scout armour, although they'll always spawn wearing the Goblin Skull helmet. They're very common in Gundabad Warg invasions.

Goblin Torch-bearer: Special units of the High Pass clan. These soldiers only spawn in invasions, but can be hired from chieftains. They dress in full Goblin armour with the skull helmet, and wield Goblin torches.

Goblin Banner-bearer: Self-explanatory.

High Pass Chieftain: These captains spawn on the thrones in the center of Goblin Mines. They hire out High Pass units to players with alignment and coin.

Achievements

 * Clap! Snap! - Open a Goblin Gate.
 * Shrivel and Scorch - Light an enemy on fire with a Goblin Torch.
 * Dare to Shirk - Hire a unit from a High Pass Chieftain

Titles

 * Goblin-soldier - Gain +100 Gundabad alignment
 * High Pass - Gain +100 Gundabad alignment

Closing
That's all for my suggestion. This would be a very interesting way to see one of the Gundabad subfactions implemented, and at least some of the ideas presented here I feel would be a great addition to the faction.

Make sure to comment any feedback you have! Long to catch all of it but it seems quite good. Maybe there could also be hobgoblins. Shorter than trolls but taller than orcs. And it follows the hobbit quite well, and the achievements are excellent. But I think they might be able to have a High Pass crafting table. Then it mightn’t clash with some Gundabad recipes. And to add in armor would add a whole new Gundabad. I’m really angry that there is no plain Gundabad armor. And an achievement could be “Down, down to Goblin Town” for entering the region. Also “Terror of the Mountains” for equipping a full suit of Gundabad/Goblin armour. You should only be able to open Gundabad doors if you have positive alignment. And there should be Moria orcs and they might get there own armour to, and Moria dwarven armor should be a loot/treasure item. And travellers that go there should be:

rivendell wanderer (I think)

wood-Elven trader (if there is)

gundabad scourger (is that right)

dol guldur trader (I don’t know)

and the obvious new NPC

Beorning Wanderer. (Feel free to change the name. I just thought it would fit.)

Beornings should have a crafting table and armour. (No decently good helmet. Mostly fur.) swords, axes and warhammers should be their melee. They should be tall (two pixels more than a player) and it should be like old anikin on battlefront 2. When they take enough damage they transform into bears in a way. They should be the highest cost and alignment heavy troop to hire, but well worth it. They should have a slightly OP a out of health and powerful attacks. But the ones who have the most health should be berserkers. They have something like 100 or so health, as that is twice the current orc health and the most successful attack. Thanks for the feedback!

I did consider Hobgoblins, but I didn't really see them as necessary or important. Perhaps Gundabad Uruks could spawn alongside High Pass mobs?

I also considered a Goblin crafting table, but I think I've kept anything from clashing. However, it could definitely be an addition.

There should definitely be an achievement for this region, although I don't think "Down, down to Goblin-town" fits. I'll have to think of one. Armour achievement is also a must.

Goblin Gates, I think, are fine without an alignment restriction. After all, there's no restriction with Dwarven Doors.

Moria Orcs should definitely be added as a Gundabad subfac at some point, but this suggestion just focuses on the High Pass biome and faction. Same goes for the Beornings, but you should feel free to flesh out your own ideas about them and post a suggestion of your own.

Some wanderers in the High Pass are good, and you can throw in Durin's Folk traders and Oddment Collectors as well. Sadly, there aren't and wandering Orcs traders, and I don't really think they fit.