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Thing for me is that companies still think in Keynesian (quasi-Cartesian) terms of the nature of the firm and free enterprise. As such, they continue to assume a programmer is a programmer is a programmer (or that a game is a game is a game). They think in terms of homogeneity, rather than in terms of how things are actually heterogeneous (in comparison to similar sort and dissimilar sort). When they stop thinking that the firm is a machine, and more of a living thing, then there might be real business men ready to lead their respective firms to better game development. Until then, it's more of the same epic failure from the business and economic schools. >_> |
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I think that the 40k universe is nearly perfect for a good MMO if developers do it right... I will still stick to it that it can be done as a single player PvE leveling system and then a strong PvP system to fit to the actual storys of Warhammer 40k. Balancing the classes with the example of Imp Guard and a Space Marine would be difficult. But I dont think it is impossible. I dont like the idea of every class having pets to form their squads like there are in the 40k tabletop, I think that what I said about instance grouping, being squads could work. But I think it is to vast a story for our time in gaming. |
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Personally i dont see why necrons and Tyranids cant be palyable races after all.... Necrons :- have a great reason for respawning when they get killed [unlike most other races] as they can self repair and if the damage is too much they just teleport to the nearest necron base for proper repairs, Stat wise they will be very much like Space Marines exept there Initative will be about halph as good as a Marines. And wepon wise they are about the same as a marines bolter exept they have a small chance of occasionally bypassing most armour.
Tyranids:- Are a little ahrder but not by much if you limit what tyranid subspecies you can use for example no carnifexes from start and no Tyrants but you can start with say a gaunt type or a genestealer. And charecter progression can go 2 ways. Either you genetically modyfy your starting charecter such as a genestealer by adding Biomods which you pay for via some sort of gene caash system that is built of from kills. this can be used to turn a genestealer into a broodlord type monster. Or the other way you can advance yourself is to spend gene points to change yourself into a different Tyranid subspecies such as a gaunt into a Tyranid warrior or a Genestealer into a Carnifex! main thing about this is tho is you lose any biomorths your Avatar has previously paid for and get a new charecter subspecies type with no enhancments. This is not to say tho that you cant upgrade your new Avitar like you did with the old one tho. |
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Originally posted by HYPERI0N
I see what your talking about, but a big deal in MMO's is upgrading weapons and armor by questing/raid/loot blabla you know. Necrons and Tyranids cant take as much advantage of that as most other races can. Like a Space Marine can be geared like a scout in light armor, or Terminator armor sets. A tyranid could evolve I guess but how could you customise that? |
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Originally posted by Vegetta
1. Tyranids and necrocons would make perfect NPC enemy forces. 2. The vast differences are merely opportunities for clever game design. For instance the Imperial guardsmen could be squad leaders with NPCs backing them up while the space marines are self contained fighters. Same for orks. Lesser eldar like guardians could be made introductory paths that branch off into more specialized and powerful fields later. |
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
One thing I remember hearing about it, not too long after it was announced, is that the combat itself will not be FPS but similar to Tabula Rasa. As much as I love Warhammer 40K, the combat in Tabula Rasa was horrid. Besides, I do not see a W40K MMO with anything but FPS or 3rd person action combat. I still don't understand why developers shy away from FPS combat in MMOs, especially MMOs which call for FPS combat. Planetside handled FPS combat amazingly good, with battles consisting of hundreds of players at the same time. Planetside is also over 6 years old. Anyway, I hope that they've changed their mind, it would be a shame to let such a great IP go the same route as TR.
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2 or 3 factions, maby stick with 2 polish and add more later. space marines, imp guard is prob good for one side. Then chaos marines, and cultist, orks. Then the real question during horus or after. i would prob go after. imp guard classes, would be group classes like groups of 3 weaker units or some set number not too many lag purposes. space marines classes seperated by legions. mirror chaos . The game has to be mmofps if it isn't there really isin't a point in making it. |
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It would be nice if it looked like this DoWII trailer. Just dreaming though, that video is all about hype. |
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Originally posted by Routver
God I love the warp spider exarch. Pure badassery. |
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" When the Warhammer 40K MMO launches, in THQ's 2012 fiscal year" - Courtesy Gamasutra
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protoroc
Hard Core Member
Joined: 3/06/04
Now Playing: Rock Band 2 |
Originally posted by ladyattis
Um no it was developed by Monolith for Warner Interactive Entertainment. |
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Impyriel
Apprentice Member
Joined: 9/28/04
Killer: 87% |
It would be easier to balance if it were placed in the 30th millenium with the Horus Heresy, which is to mention the coolest part of Space Marines and 40k history. You just wouldn't have very much diversity in playable and noticeable races imo. I would love to fight alongside Tarik Torgaddon and Garviel Loken anyday.
LUPERCAL!
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Impyriel
Apprentice Member
Joined: 9/28/04
Killer: 87% |
Originally posted by Routver
1:46-1:47 If it looked like that.. it would indeed be awesome.
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Originally posted by ladyattis nope,as the above folk said TMO was made by Monolyth, and SC by Valkyrie Studios
THQ releases had been mostly offline and console games,they are total newcomers to the MMO genre like BioWare, but in their track they have the DoW series.
THQ games: en.wikipedia.org/wiki/List_of_THQ_games
while i wouldnt say any of them are blockbuster hits, some of them got a remarkable success. and the DoW series are a good glimpse of what this guys can do with the 40K franchise
The only thing i can say about THQ is that their most recent games that i tried are perfect examples of good design and flawless execution. It'd surprise me greatly that the released a subpar product for the first time ever.
1 million different people can point 1 million different flaws in WoW 5 years and they have been mentally incapable of coming up with something better |
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Impyriel
Apprentice Member
Joined: 9/28/04
Killer: 87% |
http://www.vigilgames.com/
Thats the developer.
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The Warhammer 40k universe is to huge to fit in to one game. First and foremost you would need to limit the space you are in. Say a sector of space isolated from the rest of the galaxy by warp storms. Then you have to cut down races and types of classes you can play. Personally i would make a game focusing only on the Imperium as a playable race. It is the race with the most divers population and with the deepest lore.
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Impyriel
Apprentice Member
Joined: 9/28/04
Killer: 87% |
Originally posted by Gidion
There's a point where lore has to take a sideseat. Good luck getting a playerbase if they can't even choose the most popular race in the game. And why would they need to limit space? Zones for sectors or certain popular systems can be set up like zones for areas of a continent you see in other games. SWG has it though I hope it would be more meticulous in design for 40k.
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A 40K MMO hey. Interesting. I'll be sure to check back here in 2011 for some actual information. |
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Well if you did a galactic map like that you would still limit space since you can only visit a few planets. Imo it would be better to have a reason why you cant go where you want. It also gives a nice story element to it all. GW has even done something similar with Battlefleet Gothic. Also regarding space marines, i obviously disagree. Straying to far away from what is accepted by the lore would turn away a equally big part of the player base. And in my personal opinion i would rather have those player that love and are interested in the lore then those who absolutely, possessively have to be the biggest baddest space marine in town... And like i said everything that makes space marines cool can be done with other "classes". Inquisitiors for example have access to power armor, power weapons, daemon weapons, psy guns (?), refractor fields and much more. Rogue Traders could even specialize in using xenos weapons that they have encountered in their travels.
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Originally posted by jjjk29
I see what your talking about, but a big deal in MMO's is upgrading weapons and armor by questing/raid/loot blabla you know. Necrons and Tyranids cant take as much advantage of that as most other races can. Like a Space Marine can be geared like a scout in light armor, or Terminator armor sets. A tyranid could evolve I guess but how could you customise that?
Same applies to pretty much all races except Greenskins - the whole concept of `scavenging loot' is not what the 40K universe is about at all. Hard to imagine a Blood Angel Space Marine strapping on a suit of Chaos armour that he looted off a corpse; conversely, implementing some kind of lame race-appropriate loot drop system (ie. Eldar always find Eldar stuff etc regardless of what they're killing) would be equally artificial and ridiculous. A far more plausible solution might be the idea that the loot you scavenge from your various conquests is then returned to your respective Masters (to be used in research, or melted down for scrap, or whatever) whereupon you are rewarded with upgrades appropriate to your race and `class'. Kind of like having to return to your homeland to train a level, only with loot. |
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Inquisitors, Rogue Traders and the Adeptus Mechanus all have a interest in xenos objects. :P |
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Originally posted by Gidion
I don't see why they'd need to artificially limit the map to a few sectors at all. Why not just set up a large galaxy a'la Mass Effect with a load of semi-explorable planets, moons, drifting Space Hulks, whatever, which allows the PVE crowd the freedom to go of and explore the galaxy to their hearts' content. Then you could assign much greater strategic or economic value to certain systems that would become natural hubs around which the majority of players would converge for PVP, trade and socializing. Add some EVE-style 'soft' barriers in the form of high- and low-security areas (ie. policed by local NPC powers of greater or lesser density/power) and you create a universe which feels simultaneously vast and rich with exploration potential, yet still well populated by other players in a few key places so it maintains that MMO feel and concentrates the PVP-centric crowd together. That way players can choose the way they want to play the game and you avoid having to set up weak constructs like PVE/ PVP servers.
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Originally posted by Gidion
Yes, but aside from the Rogue Traders their interest is mainly in terms of research... can't really picture an Inquisitor striding onto the battlefield wearing a Harlequin mask he found earlier that afternoon. |
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ionno why is everyone so anal about the lore, MMOs doesnt necessarily have to be 100.00% cannon, its to be accepted that to make a viable massive multiplayer online you have to make some sacrifices that would never be neccessary in a single player game
and wondering about its succeed.....well,look at WAR, from a strict lore point of view its a travestite and a farce, yet it quickly sold 1m boxes and nearly all WAR nerds bought it even knowing in advance that the lore had been raped badly. 1 million different people can point 1 million different flaws in WoW 5 years and they have been mentally incapable of coming up with something better |
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Maeiliu
Apprentice Member
Joined: 1/14/06
It''s just as well the earth sucks ... otherwise we would all fall off. |
They'd be much better off doing a Necromunda MMO. A much more practical scale for an MMO. |