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Fantasy Mod and Gameplay Suggestions

Ozerol Notna

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This is my first time making a topic here I believe. Of course, my memory isn't exactly the best but lets not dwell on that. This here is a place to throw up concepts and ideas for all to see for review, constructive criticism, and inspiration. Perhaps even garner support for someone to aid in making the mod a reality. Mods can be either implementing your favorite franchises into the game to duke it out (example Warhammer vs Warcraft), to suggestions for gameplay elements for other people to use, or even concepts you've conjured in your Original Setting that you have in your head.





Here's something I conjured up from my brain one day while I was bored.


Inserting one or more well known franchises into the game for the purpose of commanding them into battle.

Factions: Alternate Universe Versions of both Alliance of Azeroth and Empire of Man. This is done to avoid connections with bad canon writing as well as explaining game-play balance.

Excuse Plot: A series of Eldritch Cities fall from the sky crash down onto the earth with not even a scratch, killing anyone that were underneath them. Deep into the 'hearts' of these nigh indestructible settlements are trans-dimensional portals to an alien world filled to the brim with riches and danger in equal measure. Armies are mustered and sent in to exploit these resources in order to provide for the war effort back home, perhaps even gaining new allies and broadening their knowledge. However, not only are the natives hostile to these newcomers, it seems that their world isn't the only one connected to this new realm. It also appears that these strangers are willing to share with those so different from them.

Gameplay styles:

Alliance and Empire are both Generalist Factions and will both use faction leaders akin to Hyrule Conquest for variety of playstyle. To understand any differences between the two, I'll first speak of individual unit similarities of the Footman and the Imperial Swordsman.

Similarities: Both use swords, both are human, both are melee.

Now onto the differences:


More health, deals crush and hack damage, better chance at deflecting arrows with his shield. Armor is high against hack, decent vs pierce, poor vs crush. Strong but unskilled. Becomes tankier somewhat when supported by other footmen.


More expensive. Deals pierce, hack, and crush damage. Moves and Attacks faster. Higher chance to block and hit in melee. Has a chance to damage opponent with a successful parry. Anti-infantry role. Bonus vs spears and polearms. Light armor in all aspects.

In a duel, the swordsman would win most of the time due to being better at dealing and avoiding damage. However, in groups the footmen have a higher survival rate, primarily because front-line duty is what they excel at. The Swordsman is meant to be a versatile anti-infantry unit with a slant towards flanking. The front-line Imperial Unit are the Spearmen; shielded variants are better at defence while the two handed spears have better attack stats, both variants have light or medium armor against hack, pierce, and smash. Alliance have no spear options outside of the elves who can only be trained at an elven equivalent of a barracks, same situation with the dwarves and various other races save for the basic barracks building which provides one of each race for the early game. However, the Alliance gains bonuses from interracial formations.

In short, Alliance units give bonuses to friendlies that are either of the same unit or of a different race, combat roles focus on diversity of species. Empire gives bonuses to those of different units, combat roles focus more on weapons and armor instead of race.

Gameplay Stages:




Early game Alliance is focused on the defensive, using human footmen to absorb damage and prevent ranged missiles from hitting nearby allies whilst the dwarves use their rifled-blunder-long-muskets to shoot shrapnel slugs or whatever at close range so as to distract the enemy from the panther riders who will then throw their Frisbees of death from the flanks. Late game becomes advanced powerhouse with their expensive and advanced magitek war machines. Leaders mostly buff members of their respective race with few global bonuses to their army. Leaders are the Human Sorcerer, Draenei Paladin, Gnomish Tinkerer, and Night Elf Druid.



A hodgepodge of different nations united by shared beliefs, language, culture, and need for survival. Strength through diversity and numbers is key to victory whether early, mid, or late game in order to make up for individual weaknesses and relative frailty. It is through combined arms that they prevail with less losses than could be expected. However, Imperial Politics means that choosing one hero to lead will result in locking out certain units from the roster. This is offset by gaining bonuses to others while getting exlusive units as well. IE; the Ulrician Warrior Priest cannot use any ranged unit other than archers and huntsmen, but buffs melee stats of infantry and cavalry across the army as well as unlocking some more 'colorful' soldiers. Imperial Engineer locks out various melee troops as well as the crossmowmen and archers, but allows better technologically advanced units and improves current ones. Heroes are the Empire Captain, Imperial Engineer, Sigmarite Matriarch, and Ulrician Warrior Priest.



If you have Ideas for the modding community to use or make, pitch them here for inspiration or review. If you like an Idea, be sure to click the heart of the post and copy past it into your computer just in case.


Edited by Ozerol Notna
needed to remove unneccessary file
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