Trending Games | Villagers and Heroes | World of Warcraft | Landmark | Guild Wars 2

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,920,092 Users Online:0
Games:760  Posts:6,310,752
Behaviour Interactive | Official Site
MMOTPS | Genre:Fantasy | Status:Development  (est.rel 2015)  | Pub:Behaviour Interactive
Distribution:Download | Retail Price:Free | Pay Type:Hybrid | Monthly Fee:Free
System Req: PC | Out of date info? Let us know!

Warhammer 40,000: Eternal Crusade Forum » General Discussion » Ideas and Suggestions for Eternal Crusade (renamed)

10 Pages « 1 2 3 4 5 6 7 » Last Search
186 posts found
  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  6/21/13 4:13:46 AM#21
Originally posted by mrrshann618

Death should be Death. You play the "next soldier" from the meatwagon. Yeah you may have the same skills. This would easily represent reinforcements coming up from the rear.

Semi-FPS targeting, I was a fan of Tabula Rasa's way of doing it. You got a lock, and that improved your shot, you still had to be pointed at them, Cover mattered, kneeling/moving mattered, but it wasn't twitch fighting. I.E. base 40% chance to hit, add buffs +5%, add stable shot (kneeling) +5%, ect... that is what determined your shots, not twitch fighting, and not some gear stat.

And Lastly, lots of IG/Cultists as "npc" mobs dieing horrible deaths around you in droves... you know...meat shields.

i was thinking about the same :) we need npcs i think

-some weak unit bots that defend buildings,
small weak botsquads who try to attack the nearest enemy base
I think the game will need bots to give some gunfood to all races and to simulate a true WH40k atmosphere (but maybe the tyranids will be enough)
Ok for attacking would be stupid couse some guys will just farm them but for defense would be cool
Maybe we could have then something like a summoner/bottamer class like an Commissioner who can get a botsquad in allied bases but that is just theorie^^

 

and some other wishes of mine :D


-you should be able to overrun tanks even with infantry if you manage to get on an enemy tank and then pull open the hatch (that would take some time like 5 sec. or lower if you got a skill for it maybe an enemy in the tank should be able to extend the time if he notice it early enough) and then throw in a grenade. (maybe you should need 2 players to do that?)
I think it wouldn’t be to imbalanced couse all factions can do it (hope elder can do something like that too :O maybe with some mystic tool?) and then all tanks try to have always some friendly units around them who try to keep enemy infantry away

-realistic vehicle driving:
They should only be driven in first person view (maybe a secondary gunman should be able to look around in a bird view couse of a radar or something like that)
And if a unit is running on the roof of your tank you should be able to hear it, also if they try to open your hatch
And you shouldn’t be able to twist the cannon like it is a pencil it’s a heavy thing it needs to move slow
if someone jumps on the front of your tank you can push him down with the cannon pipe
 

-complex armor system:
Every part shall have its own resistance, for example:
Helmet: 10 armor
Breastplate: 50 armor

The armor of the part will get worse and worse as they get hit (and maybe if the armor reaches 0 it shatters and fall off?)
And you are not immune to damage just couse you have all armor at 100%, some weapons will bypass some armor and you take damage, for example:
Your shoulderpart has 30 armor and an enemy is shooting at it with a gun who has 25 dmg and 10 armor piercing
The hit will ignore 10 armor and the remaining 20 armor will reduce the 25dmg by a percentage, lets say 1 armor are 3% dmg reduction so we have a dmgreduction of 60% (cant extend 100%)
Then each bodypart is different vulnerable for example: head +100%, torso 0%, shoulders and hips -30% legs and arms -50%
So the target will take
Health Damage Formula:

Damage–(Damage*(Armor–Armorpierce)*armorredu/armor%)–(remaining Damage*body modifier)=Health Damage

Example:
25dmg – (25dmg * (30armor - 10 armorpiercing) * 3%armordmgredu) - (remaining dmg(10) * 30% body dmg redu) equals in 7 direct dmg to the target

Armor Damage Formula:

((Damage+Armorpierce)–(Damage*Armor))/Armor quality=Armor Damage

[The armor quality is set by the kind of armor you wear, light 1 (scouts), average 2 (marine) or heavy armor 3 (terminator) so a scout armor can reduce the first dmg like a terminator armor (if they have same armor numbers somewhere) but the armor will take 3 times more dmg]

the armor will take ((25dmg+10armorpierce) – (25dmg * 90%[armor without pierce] armordmgredu)) / 2 (armor quality) equals in 6,25 (6) armor dmg

Sounds very low dmg but now the armor is less effective

Lets test the same shot with the lower armor

25 dmg - (25dmg * 14armor * 3% armordmgredu) - (remaining dmg(14,5) * 30 %bodydmgredu) equals in 10,15 dmg (10dmg)

And the armor gets reduced by ((25+10-(25*72%))/2=8,5 (9)

The player took 17 dmg and the shoulderpart took 15 dmg from 2 shoots


damage which is lower then the armor will just dmg the armor not the target

With this formulas a plasma rifle could be more the armordestroyer weapon couse of high armorpierce but lower dmg and a projectile rifle more the light armored and armor destroyed killer with higher dmg but lower armorpierce

A vehicle armor should be more simple like front, rear, sides and maybe guntower

The numbers are maybe not right scaled but I think we could try some testing with that :3
Im really thinking to much about the game xD
 

 

be always up to date about Eternal Crusade
WH40k:EC dev Tracker

Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij

  Nonderyon

Novice Member

Joined: 11/30/07
Posts: 171

6/21/13 11:45:27 AM#22

what the report says, there is ingame resources/materials what needs to maintain armory and i am sure, they used for defence buildings(i mean i just hopeing it :D )

So, capture an enemy vehicle is not impossible i guest, but think about it, haching a tank and take out its crew equivalent to destroy it, because who want to go out when swarmed by infantry, instread give gas and roll out and we all know they are not made by aluminium :) (or just imagine take out the sarcofage from a dreadnought)

I looking forward to drive an ork traktor cannon as eldar(and i hope got at least 10meter before broke down) :D

friendly npc: hmmm.. i am sure on that too, i mean marines need servitors, without them who build the building or maintain the weaponry.

 

  LoneWolf13

Apprentice Member

Joined: 6/21/13
Posts: 2

6/21/13 5:33:31 PM#23

Here are a few suggestions/wishlist that keep buzzing in my head and hope will come in the game or in the future after launch (Emperor please don't let it fail like Dark Millennium Online did). These suggestions are more centered around the Space Marines and Chaos races:

1. The Space Marine scouts (Dark Angels 10th Company), Imperial Guard, Chaos Cultists and the Mechanicus Skitari, I suggest being free2play (if they are added in the future after launch). Like the ork boyz, their strenght grows in numers, also since 5 of them can take down only 1 space marine, it would also add more variety to a free2play player while also making the worlds more populated and having more different enemies to kill. 

2. Having a corruption system for the space marines, like in Dawn of War II Chaos Rising. This one is tricky since you have to pay to play as a chaos space marine. But still an interesting idea.

3. Since the Iron Warriors are of chaos undivided, you could level up your character into a berzerker, plague marine, noise marine or a sourcerer. As a Dark Angel however, I think you could level up from 10th company to 1st (http://images.wikia.com/warhammer40k/images/a/a7/Dark_Angels_Hierarchy.jpg), this way the War Council (Dark Angels Inner Circle) can also decide which company to send on certain tasks. Also have the ability to level up into a Techmarine (to fix vehicles and defences), Aphothecary (healing), Chaplain (boosting squad abilities) or even a Dreadnought (only for veteran players).

4. A lot of wargear to choose from, like the power armors going from  Mark I to VIII (Terminator Armor only for 1st Company) and tons of tiered weapons and variations. Most importantly adding a loot drop system, like in Dawn of War II, would be cool.

5. Adding a singleplayer mini-campaign for each race. It won't hurt going solo and have some story-driven fun during the main campaign on a planet. For example the Dark Angels hunting down the Fallen Angels, or some Deathwatch and Inquisition missions. One thing I would ask if the primarch of the Iron Warriors, Perturabo, could be present in the game like a boss or something. Giving a nod to the Horus Heresy would be awesome.

6.  For the space warfare I think since Behaviour Interactive is helping Chris Roberts with Star Citizen, they could ask him for some advice.

7. Titan Warfare. Nuff said.

These were my suggestion. Hope Behaviour Interactive is listening, 'cause I'm really excited for this game and hope they don't screw up, but I have faith. 

Let the Emperor's light guide them to victory!

 

  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  6/24/13 4:10:20 AM#24
Originally posted by LoneWolf13

Here are a few suggestions/wishlist that keep buzzing in my head and hope will come in the game or in the future after launch (Emperor please don't let it fail like Dark Millennium Online did). These suggestions are more centered around the Space Marines and Chaos races:

1. The Space Marine scouts (Dark Angels 10th Company), Imperial Guard, Chaos Cultists and the Mechanicus Skitari, I suggest being free2play (if they are added in the future after launch). Like the ork boyz, their strenght grows in numers, also since 5 of them can take down only 1 space marine, it would also add more variety to a free2play player while also making the worlds more populated and having more different enemies to kill. 

if you want skitari and guardsmen as free2play then i think you want mechanicum to be an own faction

i really would love to see the mechanicum ingame but more as a part of the spacemarines then as own faction

2. Having a corruption system for the space marines, like in Dawn of War II Chaos Rising. This one is tricky since you have to pay to play as a chaos space marine. But still an interesting idea.

only spacemarines who get go to chaos but no other faction can do that.. kinda bad idea =/ and you may have "win team joiner" and noone likes em^^

3. Since the Iron Warriors are of chaos undivided, you could level up your character into a berzerker, plague marine, noise marine or a sourcerer. As a Dark Angel however, I think you could level up from 10th company to 1st (http://images.wikia.com/warhammer40k/images/a/a7/Dark_Angels_Hierarchy.jpg), this way the War Council (Dark Angels Inner Circle) can also decide which company to send on certain tasks. Also have the ability to level up into a Techmarine (to fix vehicles and defences), Aphothecary (healing), Chaplain (boosting squad abilities) or even a Dreadnought (only for veteran players).

sounds good to me^^ but i dont think that the council can send squad 134 and squad 23 for a mission

they will just give orders and who want to do the job will do the job

4. A lot of wargear to choose from, like the power armors going from  Mark I to VIII (Terminator Armor only for 1st Company) and tons of tiered weapons and variations. Most importantly adding a loot drop system, like in Dawn of War II, would be cool.

lots of stuff need to be there ^^ i would like a system like in space marine multiplayer to mix all kind of armor types for they faction. i dont really think that there will be loot like in other MMOs, maybe in some dungeons but not on the battleflield

5. Adding a singleplayer mini-campaign for each race. It won't hurt going solo and have some story-driven fun during the main campaign on a planet. For example the Dark Angels hunting down the Fallen Angels, or some Deathwatch and Inquisition missions. One thing I would ask if the primarch of the Iron Warriors, Perturabo, could be present in the game like a boss or something. Giving a nod to the Horus Heresy would be awesome.

just no. that would just eat up resources who are needed for the real game.

if you want to play singleplayer then try a dungeon alone or play spacemarine, this is a multiplayer!

6.  For the space warfare I think since Behaviour Interactive is helping Chris Roberts with Star Citizen, they could ask him for some advice.

i dont think there will be any space warfare, couse the mission is to capture all bases on the planet, space battles wouldnt help there alot but it would be cool thats true^^

7. Titan Warfare. Nuff said.

These were my suggestion. Hope Behaviour Interactive is listening, 'cause I'm really excited for this game and hope they don't screw up, but I have faith. 

Let the Emperor's light guide them to victory!

 

imagine a emperor titanclass would walk over the battlefield who would be able to stop it? :D

that would be an impressive view but all who dont sit in an emperor would feel kinda useless^^ i would like titans up to reaver class everything higher would be to big i think^^

but maybe there should be 1 super vehicle who is super expensive to build and must be driven by 10 or more men

that would be cool :D

be always up to date about Eternal Crusade
WH40k:EC dev Tracker

Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij

  Razephon

Novice Member

Joined: 6/22/05
Posts: 624

6/24/13 6:34:18 PM#25

Couple of things I'd like to see:

Space combat - Involving ships attacking ships and most importantly boarding other ships!

Titans - Can't be said enough! I'll be happy with just a Warhound!

Chaos - I'd really like to see mutations as a customization option! Perhaps at the highest rank an option into to transform into a Daemon!

Orcs - There has got to be some tactical Waagh move to rally Orcs!

Necrons - I think it would be cool to have them as an NPC faction but only seen rarely.

Planets - should the war campaign move to a different planet I would love to battle on Imperial Worlds, Barren Planets, etc. Really looking forward to the weather system.

Role switching - To give the space Marine example, I'd like to see different specialization trees that could be levelled up individually - i.e. Assault, Tactical, Devastator. On top of that it would be awesome if we could customize weapon load outs i.e. Power sword and shield or chainsword and bolter.

I'm pretty sure theres a whole lot I'm missing, but its late and I need some sleep :)

 

Currently Playing Random shizzle!
Waiting on TERA, GW2, TSW

  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  6/26/13 4:42:36 AM#26
Originally posted by Razephon

Couple of things I'd like to see:

Space combat - Involving ships attacking ships and most importantly boarding other ships!

Space combat would be great, but how to include it into the planet battle conflict? the games goal is to take over the whole planet. how shall spaceships help with it? shoting from space on the planet? or just battling other space ships? that wouldnt make sence ^^

im really would love it but i think it will not be any room for it in game :(

Chaos - I'd really like to see mutations as a customization option! Perhaps at the highest rank an option into to transform into a Daemon!

ya would be cool :) or as you level up and take some skills in a special tree there is a chance to get a random mutation

Role switching - To give the space Marine example, I'd like to see different specialization trees that could be levelled up individually - i.e. Assault, Tactical, Devastator. On top of that it would be awesome if we could customize weapon load outs i.e. Power sword and shield or chainsword and bolter

ya i had the same idea^^ and customize weapons could be awesome :) but dont let em draw there own stuff and put it on the armor or something it would only lead in to naziflaggs and other shit^^

or maybe they need to watch over it before they are allowed to use it or maybe the race leaders can do that

______________________________

i have made some new thoughts of the levelsystem i want ^^

-Levelsystem
I try to explain how the levelups shall effect an player and his weapons
As I mentioned before I want a 3 way based level system, Character level, ranged weapon level, melee combat level
You shall get baselevel XP by taking over strategic points, following orders or when you level up in ranged or melee weapon
You shall get ranged weapon XP by killing enemys with ranged weapon or grenades
You shall get melee combat XP by killing enemys with all kind of melee attacks

And as I mentioned before, ranged and melee XP have a different multiplier depending which class you are

For the Character level:
-    There shouldn’t be stats like strength, vitality and stuff like that you shall just have hp, moral and maybe stamina that wouldn’t change at all at levelup
You more get some skills to passively improve your survivability
Like getting an skillpoing in an +20 helthbuff or the same for stamina
-    Then you can unlock a sprint for your char (or make it an baseskill). Furthermore you can get an passive that consumes less stamina while sprinting or an active that let your sprint end in an tackle or combat roll or you may shot while sprinting (while shooting your sprint slower and have less aiming)
-    Then there could be active skills who improve your damage reduction of your body or armor or increase your health regeneration for some time or a warcry who raise everyone’s moral
-    And for sure after you invested enough points you can chose one new career I think it would be cool if you always can choose from 3 careers so everyone would be very unique, getting a new career will keep the old skills you got (you still can level up old-career skills) and will unlock some new skills

For Ranged weapon level:
-    There you can skill lots of different weapon types, skilling them improves your aiming with em (that’s not really lore-true but most of the characters in the books prefer some kind of weapon, you need to see it like this ^^) the base weapon skills you have are class specific, for example you cant skill a heavy bolter as scout marine
-    After skilling the base skill for weapon you can unlock different active and passive skills for that weapon for example skilling a passive that let your plasma rifle cooldown faster or an active which let you charge a shot
-    Away from the weapon specific skills you can skill other base skills where all weapons benefits from, like gain extra aim while using cover or get les aim penalty while sprinting

For Melee Combat level:
-    Its like in ranged weapon level, you have baseskills for different weapon types like one-handed swords or two-handed axes, skilling them will increase your swing speed for one-handed and damage for two-handed
-    Then like in ranged you can skill different skills for the weapon, like extra elements for the basic combochain or a passive that increase your swingspeed after every successful hit
-    Then you also have different base skills like blocking skills where all weapons benefits from for example while blocking you have a % chance to block enemy fire while facing the enemy or an active that let you use a kick to knock down your enemy and much more

 

be always up to date about Eternal Crusade
WH40k:EC dev Tracker

Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij

  freakishbean

Novice Member

Joined: 1/30/08
Posts: 176

6/26/13 12:00:35 PM#27

-Someone mentioned every faction having a free-to-play option. I like the idea of Scouts, Guardsmen, Orkboys, and Cultists being the hoard of cannon fodder. And maybe even Kroot.

-Specialized classes for higher ranking players. Chaplains/techmarines/librarians, Champions/daemon princes/obliterators, wierdboyz/nobz and whatnot.

-Ship-to-ship combat. Boarding space hulks and ork cruisers would be awesome.

-Guilds/chapters have to buy vehicles using guild bank requisition/salvage vehicles from the warfront. Can be customized by whoever they assign the vehicle to.

-Urban centers. Cities of Death. It would be a *massive* let down not to have cities to fight over.

-I like the idea of procedurally generated worlds, but some actual artist-made landmarks would be good too. Random generations can only do so much - I want canyons, rivers and marshes that look natural.

Needing is Wanting...
Wanting is Coveting...
Coveting is Sinning...
I am SO going to Hell.

  Hienzwar

Novice Member

Joined: 6/23/13
Posts: 15

Valar Morghulis

6/26/13 3:04:13 PM#28
Really hope for some good old ganking! 
  User Deleted
6/26/13 4:09:31 PM#29
Originally posted by freakishbean

-Ship-to-ship combat. Boarding space hulks and ork cruisers would be awesome.

Since they have described wanting to do a 1 planet campaign (with it changing periodically), I would love to see them do some dynamic with the initial landings on the planet's surface. With each planet, they could cycle in which races are already on the ground, which has to land from orbit, and which has to jump in from the Warp and attack the one in orbit (and subsequently land on the surface). They could start with Orks & Eldar on the ground, Space Marines in orbit, and Chaos jumping in from the Warp.

If the primary landings were their own seperate dynamic event, it would make each planet that much more refreshing. It would also give guilds a chance to really plan out a strategy and significantly impact the campaign (During a 3 month long campaign, a guild that coordinated quick landings to the ground deserves bragging rights).

Hotdropping. When we land on the surface, it needs to be in full Space Marine glory, the Emperor will accept nothing less.

Another element I hope to see is the inclusion of all of infantry, vehicles, and aircraft. The battlefield would be severely lacking with any of them missing. It would be an interesting to consider taking a spin off from Battlefield 4's Commander mode for 40k to further add another layer to the campaign.

While I'm hopping for my factions too, I'll be content for awhile with the ones that will be included. They can't add everything in all at once afterall.

  freakishbean

Novice Member

Joined: 1/30/08
Posts: 176

6/26/13 5:05:19 PM#30
I want the chapter/guild having to supply the vehicles, rather then "OH LOOK EMPTY PREDATOR".

Needing is Wanting...
Wanting is Coveting...
Coveting is Sinning...
I am SO going to Hell.

  Rusque

Elite Member

Joined: 6/08/10
Posts: 1876

6/26/13 6:34:48 PM#31

Most of all I just want it to live up to what they've saying so far. I'll be happy with that alone.

 

But for titans n similar they can be gifted to the losing side if the war is ending too quickly. I know they said that they would increase tyranid incursions against the winning wide to even things out, but this is also an opportunity, even if added as a NPC type unit that functions as a raid boss in the middle of the battlefield. Real time raid! Would be kind of cool.

They said customization would be extensive, and I hope there is a great deal of it available, but I also hope certain things have to be earned through battle.

  Nonderyon

Novice Member

Joined: 11/30/07
Posts: 171

6/27/13 10:04:12 AM#32

I dont know, owning a titan is little imba and not a one persone to drive, but  i say as npc defender at main camp is ok.

 

Sugession: i dont know about character creation yet, but Perks and flaws needed, just like mutations for chaos what is have to be a positive and negative side(and looks).

 

  miguelcaron

Studio Head - Behaviour

Joined: 12/11/12
Posts: 65

6/27/13 5:30:40 PM#33

WOW!!

One of your forum member did a full resume of all your suggestions.

The team and I really appreciate your support and suggestions.

My new ''no firewall between dev and fan approach'' kind of make them shy! Hey! Brent! :-) but starting next week they will be more present.

I have to apologise for being kind of a tease, saying I am here, answering one or 2 questions only at the time but I am sure you prefer that than nothing and you want me to focus on making the game.

So for now, I will leave you with a reveal that my dear Creative did in a french interview with jeuxonline. http://www.jeuxonline.info/actualite/40638/miguel-caron-david-ghozland-nous-parlent-warhammer-40-000-eternal-crusade

The funny part is that the dev team is always holding my leash for me NOT to reveal to much right away and this reveal was not suppose to be out already.

sooooo!!!

I tricked you saying we will only have on faction by race. At launch Space Marine will have 4 Chapters available. :-)

guess which one we choose for you. Well we choose the one we think the majority will prefer AND I have to say that I did leave the team to please themself as well in the choice. I hope you dont mind.

Enjoy the weekend (long weekend for Canadian).

and remember that yes we will take your suggestions at heart but:

 

A single thought of heresy can blight a lifetime of faithful duty

Miguel

Your Studio Head Behaviour Online.

Studio Head of Behaviour Entertainment on WAR40K: Eternal Crusade

  freakishbean

Novice Member

Joined: 1/30/08
Posts: 176

6/27/13 5:40:56 PM#34
Originally posted by miguelcaron

WOW!!

One of your forum member did a full resume of all your suggestions.

The team and I really appreciate your support and suggestions.

My new ''no firewall between dev and fan approach'' kind of make them shy! Hey! Brent! :-) but starting next week they will be more present.

I have to apologise for being kind of a tease, saying I am here, answering one or 2 questions only at the time but I am sure you prefer that than nothing and you want me to focus on making the game.

So for now, I will leave you with a reveal that my dear Creative did in a french interview with jeuxonline. http://www.jeuxonline.info/actualite/40638/miguel-caron-david-ghozland-nous-parlent-warhammer-40-000-eternal-crusade

The funny part is that the dev team is always holding my leash for me NOT to reveal to much right away and this reveal was not suppose to be out already.

sooooo!!!

I tricked you saying we will only have on faction by race. At launch Space Marine will have 4 Chapters available. :-)

guess which one we choose for you. Well we choose the one we think the majority will prefer AND I have to say that I did leave the team to please themself as well in the choice. I hope you dont mind.

Enjoy the weekend (long weekend for Canadian).

and remember that yes we will take your suggestions at heart but:

 

A single thought of heresy can blight a lifetime of faithful duty

Miguel

Your Studio Head Behaviour Online.

And I am in total hype mode. Miguel, can you clarify - 4 chapters as said above, or ALL chapters as you said in the french interview?

Needing is Wanting...
Wanting is Coveting...
Coveting is Sinning...
I am SO going to Hell.

  Hienzwar

Novice Member

Joined: 6/23/13
Posts: 15

Valar Morghulis

6/28/13 4:14:59 AM#35
Excellent news on the four chapters!
  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  6/28/13 4:49:37 AM#36
Originally posted by miguelcaron

WOW!!

One of your forum member did a full resume of all your suggestions.

The team and I really appreciate your support and suggestions.

My new ''no firewall between dev and fan approach'' kind of make them shy! Hey! Brent! :-) but starting next week they will be more present.

I have to apologise for being kind of a tease, saying I am here, answering one or 2 questions only at the time but I am sure you prefer that than nothing and you want me to focus on making the game.

So for now, I will leave you with a reveal that my dear Creative did in a french interview with jeuxonline. http://www.jeuxonline.info/actualite/40638/miguel-caron-david-ghozland-nous-parlent-warhammer-40-000-eternal-crusade

The funny part is that the dev team is always holding my leash for me NOT to reveal to much right away and this reveal was not suppose to be out already.

sooooo!!!

I tricked you saying we will only have on faction by race. At launch Space Marine will have 4 Chapters available. :-)

guess which one we choose for you. Well we choose the one we think the majority will prefer AND I have to say that I did leave the team to please themself as well in the choice. I hope you dont mind.

Enjoy the weekend (long weekend for Canadian).

and remember that yes we will take your suggestions at heart but:

 

A single thought of heresy can blight a lifetime of faithful duty

Miguel

Your Studio Head Behaviour Online.

haha well i managed this thread and so i felt it was my duty to make sure that the devs will hear all that suggestions the comm made


is there a translation of the interview? :(
I don’t understand anything :D
 

be always up to date about Eternal Crusade
WH40k:EC dev Tracker

Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij

  quotheraving

Apprentice Member

Joined: 8/22/10
Posts: 279

6/28/13 10:18:27 AM#37

A bit late for the interview I know, but here is my suggestion for Warp Spiders' Warp jump.

 

Spiders are a particularly characteristic part of the Eldar warhost, but representing their warp jump ability in game could easily lead to some very bland and tactically unsatisfying implementations of what should be a very exciting mechanic, with distinct advantages over normal Jump troops, but equally distinct disadvantages.

 

A lazy implementation would involve having the warp jump as a targeted teleport style ability or a 'blink' style directional shift, However I feel it would be more characterful to have the Warp Spider actually entering the warp.

 

The Warp could be visually represented in a simple fashion by adding a filter, overlay and/or a distortion effect to the visuals.

 

The spider would have a Warp Jump bar which exhausts over time, refilling as soon as they re-enter the world. When the bar empties they are forced to re-enter normal space whether they want to or not, but they are able to re-enter before then should they wish,.

Once they have returned to normal space their jump ability goes onto a short cooldown (5 seconds or less) enabling the characteristic hit and run tactics they are famed for, warping in attacking and then warping away to reposition, without leading to abuse (for instance by using it do evade incoming fire or blitting it on and off rapidly, even if that is pretty much how it seemed to work in the DOW2 video).

 

While in the warp the Spider becomes invisible to all other players, save other Warp Spiders also in the warp, and are able to move at a greatly increased movement speed, possibly with other increased movement abilities. They can also phase through walls, or possibly just the doors, of unwarded buildings (allowing the developers to make some environments out of bounds to Warp jump, while reinforcing the differences between Warp spiders and normal jump troops).

However while in the Warp they incur a nasty damage over time debuff which persists until they leave the warp (the warp is a dangerous place after all.)  Furthermore they are able to see what is happening in the materium (the normal game world) but cannot affect others while they are travelling the warp.

  Grotar89

Apprentice Member

Joined: 5/01/10
Posts: 355

6/28/13 10:44:45 AM#38
Originally posted by Savij


is there a translation of the interview? :(
I don’t understand anything :D
 

You can google translate its not that hard to understand :)

  DiavorFK

Novice Member

Joined: 4/22/13
Posts: 5

6/30/13 10:36:37 PM#39
Pretty disturbing that google always suggests "eternal crusaders" when I tipp eternal cru... but I think that will change when the crowd floods google for eternal crusade! Btw. I love the name :-)
  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  7/01/13 4:40:37 AM#40
Originally posted by quotheraving

 

While in the warp the Spider becomes invisible to all other players, save other Warp Spiders also in the warp, and are able to move at a greatly increased movement speed, possibly with other increased movement abilities. They can also phase through walls, or possibly just the doors, of unwarded buildings (allowing the developers to make some environments out of bounds to Warp jump, while reinforcing the differences between Warp spiders and normal jump troops).

However while in the Warp they incur a nasty damage over time debuff which persists until they leave the warp (the warp is a dangerous place after all.)  Furthermore they are able to see what is happening in the materium (the normal game world) but cannot affect others while they are travelling the warp.

that sounds really intrissting

but what happens if they stay in a wall while the bar runs out?^^

and are they still hitable while in warp? (i gues not couse they are not there anymore)

 

but if they do it like that we need a loud sound that they are in the "realroom" couse it would be totaly OP if a whole squad of warpspiders are in front of you and shoting at you and in the next moment they are all invisible and suddenly shooting at you from behind

or just standing in your squad and slaughter all in melee combat from behind^^

but the idea is really nice

could be kinda hard if they have a blink ability. how should they aim the right spot? can they do it fast enough? would they be totaly disoriented after the blink?

your idea would solve all that problems

be always up to date about Eternal Crusade
WH40k:EC dev Tracker

Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij

10 Pages « 1 2 3 4 5 6 7 » Last Search