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

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186 posts found
  BeerSamurai

Novice Member

Joined: 7/05/13
Posts: 69

8/03/13 5:01:40 AM#161
Originally posted by Savij
clip *something about WAAAGH! *

Maybe we can just stay closer to tabletop rules.  "WAAAGH!" cannot be activated until AFTER a battle has gone underway, and there has to be a certain number of Orks to start the countdown to "WAAAGH!"  So long as the area is marked as 'engaged' like say a camp or a fortress, and the number of orks besieging/defending stay about the minimum number, the countdown continues.  When the WAAAAGH! clock reaches 0, all ork players in the area recieve a massive buff, allowing them to cover twice as much distance as usual, and their dakka to increase several fold.  It wears off after a while, but the opponent(s) will be hard pressed.  As shown in lore, stopping a full blown WAAAAGH! is hard, and often the defenders pay a steep price for doing so.

 

With a mechanic like this, this will also encourage Ork players to play the Ork's chief strength: strength in numbers.  If players want the devastating WAAAGH!, they'll need other players to help them.

 

Similar systems can be given to the other factions with other trade offs or something.

 

Like Chaos, before battle, they can devote their 'current life' to Khorne.  They become a beserker, only able to use a melee weapon and charge into battle, but in exchange, they move faster, take less damage, and deal more damage with said melee weapon. 

I can't say much for Eldar, besides that Orks call them pansies.

Space Marines I dunno, I think it could be chapter specific.  Space Wolves get something involving wolves, Blood Angels get black rage, etc.

Dreah I'm yunk, wazzit matter to you?

  freakishbean

Novice Member

Joined: 1/30/08
Posts: 176

8/03/13 4:22:33 PM#162
Space Wolves being able to hear other players trough in game chat wojld be cool

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

  XavianValakhir

Novice Member

Joined: 8/03/13
Posts: 11

8/04/13 6:16:21 PM#163

Hello, all!

 

I'm new to this forum, just starting this account to participate in the Eternal Crusade discussions.

Since the announcement of this most exciting game I've been wracking my brain for what I hope to see. There's been great conflict in considering what I want, and even more once I had read some of the very interesting ideas posted as well. I'd like to share some of my thoughts, though I caution you that the following post will be lengthy.

To begin with a few questions as to the basic design layout of the game in my mind (not directed at devs, but just curious in and of itself);

I'm wondering how classes will be handled. Whether you'll pick one to stick with during character creation (which I doubt as it wouldn't make for very good in-game balance) or it will be like Planetside 2 with being able to swap classes and loadouts before deployment, which would seem more suitable to what this game hopes to accomplish, in my perspective.

I'm really in love with the apparent dev decision to avoid endgame and its duplicitous effects on what is, up until then, a good game (in my opinion from experience). Though I feel it will be challenging avoid inadvertently creating an endgame from certain objectives one wants to complete (such as attaining unlockable classes with all "endgame" players using them only).

[I'll be using Space Marines as my main source of examples for the purposes of this post]

This brings up my thoughts on how some advanced and desirable classes will be handled (e.g, for Space Marines, Apothecary/Techmarine to Librarian/Chaplain to Terminator and Dreadnought). I assume most would agree we want to limit these being seen en masse on the battlefield, either through timers/requisition to level/experience requirements.

I personally feel that although classes that serve a distinctly crucial purpose like the Apothecary/Techmarine are more limited in lore, they should be allowed to be used more openly in-game. I would suggest that the Apothecary/Techmarine/Librarian/Chaplain (and equivalent classes across the races) be dialed down heavily in terms of combat ability in exchange for excellent supportive capability.

As an example, a member of the group I belong to (Vigilia Mortis) named Niketas Rocas put forth this,

"Techmarine: Support for the Ranged classes and vehicles. Repair vehicles and deploy ammo. Large support ability. Able to place turrets that can be manned. Few anti tank/infantry "area of denial" abilities such as mines perhaps but mostly a ranged class.

Apothecary: Support for all classes. Healing and reviving(BASED ON CERTAIN SITUATIONS!). A neat system would be something like this.

Tactical Marine dies and is unreviveable (tank shell to the face, chain sword to the head etc etc, certain strikes and hits outright kill while some incapacitate. Such level of mechanic is still brainstorming in my head). Lets say Tactical Marine has a 30 second respawn. Apothecary gets to dead Tactical and "revives" (I.E. extracts gene seed) the Tactical which shortens his respawn timer. DURING THIS the Apothecary is very vulnerable. PERHAPS to make it more challenging that just LOL HOLD BUTTON perhaps...a minigame of sorts (NO QTE)

Librarian: "Eyes and Ears" so to speak. Ability to locate enemies (Like a UAV of sorts...I would love to see a Librarian floating around the battlefield while Battle Brothers shout OUR LIBRARIAN IS ONLINE!). His abilities have the power to "bolster" team mates and wreck havoc on enemies I think. It's a very grey area on how they will work and how Psyker powers in general will role.
"

I would also like the Librarian to have a really close-range detection radius of a few meters (to root our pesky Eldar and the like). I also agree with quotheraving's post in this thread about avoiding dedicated healer classes. In the case of the Apothecary, it is somewhat unavoidable, but I think it can be balanced effectively.

How the Chaplain would work is a bit elusive to me. I assume his mere presence could project a positive aural buff to nearby troops, with perhaps a few abilities with timers and durations that consist of a recitation of scripture or a short speech. Basically, the Chaplain could be more defencive support with the Librarian being offencive support.

My reason for suggesting this is because I, personally, really want to play these classes extensively, and preferably without any restriction, but I don't want to be one of thousands of Apothecaries/Chaplains running around as too many support "chiefs" without the combat class "indians" to actually support. That is why I suppose making them very weak in combat so that it will deter more/most people from playing them who want to be viable in battle.

As for Terminators, I suggest they simply be used as MAXes do in Planetside 2, just way more restricted. The Dreadnought is tricky for its mechanics, but I'd basically like a mechanic included to reflect the permanence of the use of it. Perhaps any player who has unlocked it can only use it once per campaign?

Regarding grouping and command structures, I hope we'll at least have most of the tools provided in Planetside 2, but hopefully some more (and more added down the road). I really enjoy coordinating a large force in PS2, but I feel there could be some more tools to make it more interesting. As I find myself not doing much fighting as a Platoon Leader in PS2, I would love if there was some deeper mechanics for field command and strategic planning. I quite like quotheraving's post linked here. Not so much the latter part about server shuffles, as I think that messes with the sense of community and rivalry between player groups in opposing factions. It would be better to just not allow one to play on different factions on the same server.

One of my greatest hopes for this game is a suitably awesome and decked out map system. Little gets me as giddy as seeing animated map systems in the various Warhammer video games. Being able to manipulate one personally is a fantasy of mine.

On the topic of grouping, on of my biggest wishes is to be able to field a fully company as a single group online (up to 10 men per squad including Sergeant forming up to 10 squads totalling maximum of 101 players including commanding officer). The four squad limit in PS2 isn't enough for coordinating the kind of large scenarios I wished I could.

On vehicles (air/ground), I'd love if they included all the armour from TT with their viable variants (perhaps even chapter-specific ones down the road!) as unlockable specializations through credits, or whatever we'll be using equivalent to certs from PS2.

Moving onto things I don't want:

  • I'd like to see as few NPCs outside of the resting zone ships as possible. I don't want to see anything on the battlefield or in bases except for players and neutral-hostiles (i.e, Tyranids).
  • Unpopular as it may be, I don't want to see any Titans, unless it's a special event occurring once (and definitely no less than a year).
  • Space combat/ship-to-ship I feel would be a great expansion down the road, if it comes at all.
I've got so much more to add and post, but I'll just begin with all this. I've got thoughts on the other races as well, but they'll have to wait.
 
TL;DR, I have helplessly high expectations and equally high hopes.
 
Thanks for reading!
  Wanay

Novice Member

Joined: 6/13/13
Posts: 8

8/09/13 9:20:30 AM#164

Hi there, my suggestion for the game would be following (dunno if it has been mentioned or discussed before): 

Let our character grow in power - I would like very much to see some kind of levels/char progression in the game. I know, you have probably discarded this idea already, but consider it again. I am not asking traditional leveling systems in classic MMOs, but in my opinion, long term character progression adds a lot of purpose to the game in the long run. I believe, that you don't want to see old characters being overpowered against the newly created ones, even few years into the game's life span. And because I really love the achievement feeling that comes with gaining new levels in a game, I would propose this system.

1) add A LOT of levels, in my example ill use 100 levels system. For us, level-o-holics, the more, the better....sooo, you could use just 10 tiers/levels, but why not cut their gains and bonuses by ten and have 100 levels?!!

2) each level will give you an advantage of 0.1 % - so in total maxed out character will have 10 % advantage compared to brand new one. That would, in my view, be also friendly with the lore, suggesting, we all start as new recruits of our chapter/clan/warbands and will be basically gaining experience as new soldiers of our selected factions. And it wouldn't be so disqualifying for new players in this MMO action combat game

3) treat different fighting styles separately in level progression - if you are shooting with bolter, your bolter skill will gain levels, a vice versa if you are using you power fist

4) after gaining a new level with your weapon, you can designate the 0.1 % gain to certain weapon-dependent characteristics. For bolter, it could be accuracy, crit. chance, reload time, etc.

5) make the system really long time goal oriented. To raise from level 99 to 100 in bolter skill should require to kill like enemy 1000 players with bolter fire

6) add one level progression with some passive bonuses for your selected class (tactical, assault, devastator marine...) and another passive one for your faction passives (SM, CSM, Eldar, Ork)

 

The game is shaping very nice so far, 2015 couldn't come soon enough!

W.

  quotheraving

Apprentice Member

Joined: 8/22/10
Posts: 279

8/27/13 12:19:23 PM#165

I've been thinking about Crowd control mechanics (CCM for convenience) and have a few things I'd like to offer up in the way of suggestions.

 

One of my pet peeves in mmos are stuns and other kinds of crowd control being used in PVP.

In my experience there is no worse feeling that realising that you are caught in a cheap no-skill ability that lets an enemy you may not have even noticed (until they rendered your character helpless,) whack away at you like a piñata at no risk to themselves.

Frankly being chain stunned to death sucks! You may as well walk away from the keyboard because all you will be able to do is to spectate as your character is killed and your lifeless corpse is Tbagged.

 

Ok many games that employ CCMs typically offer limited stun breakers to help counterbalance them, or have diminishing returns on their duration to prevent characters being stunned over and over again, but these are bandaid fixes designed to reduce the unintended side effect of having a mechanic that seems aimed at PvE play also available in PvP.

 

 

The obvious answer - and my suggestion - is to avoid hard CCM abilities like stuns and instead limit CCM to softer abilities like slows, parries and interrupts with the harder end of that spectrum (slows) having a diminishing return to prevent overuse.  Even with that check and balance in mind a slow may still end up being too annoying an ability, but it's still not a patch on being stunlocked!

 

 

  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  8/27/13 1:15:33 PM#166
Originally posted by quotheraving

I've been thinking about Crowd control mechanics (CCM for convenience) and have a few things I'd like to offer up in the way of suggestions.

 

One of my pet peeves in mmos are stuns and other kinds of crowd control being used in PVP.

In my experience there is no worse feeling that realising that you are caught in a cheap no-skill ability that lets an enemy you may not have even noticed (until they rendered your character helpless,) whack away at you like a piñata at no risk to themselves.

Frankly being chain stunned to death sucks! You may as well walk away from the keyboard because all you will be able to do is to spectate as your character is killed and your lifeless corpse is Tbagged.

 

Ok many games that employ CCMs typically offer limited stun breakers to help counterbalance them, or have diminishing returns on their duration to prevent characters being stunned over and over again, but these are bandaid fixes designed to reduce the unintended side effect of having a mechanic that seems aimed at PvE play also available in PvP.

 

 

The obvious answer - and my suggestion - is to avoid hard CCM abilities like stuns and instead limit CCM to softer abilities like slows, parries and interrupts with the harder end of that spectrum (slows) having a diminishing return to prevent overuse.  Even with that check and balance in mind a slow may still end up being too annoying an ability, but it's still not a patch on being stunlocked!

 

 

hm i cant imagine a stun in this game

maybe a knockdown by explosion sounds very likly (and i think was already confirmed in some way) and maybe a slow by surpressing (like in DoW)

but silence and stun like in other MMOs just dont fit in a third person shooter

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

  DecisiveRaindrop

Novice Member

Joined: 8/10/13
Posts: 17

9/09/13 3:04:07 AM#167
Originally posted by quotheraving

I've been thinking about Crowd control mechanics (CCM for convenience) and have a few things I'd like to offer up in the way of suggestions.

 

One of my pet peeves in mmos are stuns and other kinds of crowd control being used in PVP.

In my experience there is no worse feeling that realising that you are caught in a cheap no-skill ability that lets an enemy you may not have even noticed (until they rendered your character helpless,) whack away at you like a piñata at no risk to themselves.

Frankly being chain stunned to death sucks! You may as well walk away from the keyboard because all you will be able to do is to spectate as your character is killed and your lifeless corpse is Tbagged.

 

Ok many games that employ CCMs typically offer limited stun breakers to help counterbalance them, or have diminishing returns on their duration to prevent characters being stunned over and over again, but these are bandaid fixes designed to reduce the unintended side effect of having a mechanic that seems aimed at PvE play also available in PvP.

 

 

The obvious answer - and my suggestion - is to avoid hard CCM abilities like stuns and instead limit CCM to softer abilities like slows, parries and interrupts with the harder end of that spectrum (slows) having a diminishing return to prevent overuse.  Even with that check and balance in mind a slow may still end up being too annoying an ability, but it's still not a patch on being stunlocked!

 

 

I agree with this statement 100%. I have been stunned, sapped, and worse in WoW way to many times by trixy little rogues... But it all changes when I get my DK right up their faces ):3

  quotheraving

Apprentice Member

Joined: 8/22/10
Posts: 279

9/10/13 5:30:39 PM#168

Ok this was posted in the questions thread, but I think it's a good idea so I'm posting it here in the appropriate thread.

 

I  was responding on the subject of kill counters and the like (including similar stats such as 'healing done' ) and the kind of e.gotistic play they encourage.

 

 Kill counters seem like they could detract from team play and feed a 'me first' mentality, but some kind of bragging rights maybe a good idea and as such a recognised and legitimate ingame mark of this may not be a bad idea.

 

Couldn't acts of heroism like the survival against the odds or 'Hero of the battle at ----' also be represented as visible awards such as visually distinctive weapons with unique names, purity seals, wargear, titles and the like, which that character is given the honor of bearing into battle till the end of the campaign and possibly even linger on afterwards in a trophy case within the player's ship in subsequent campaigns.

Additionally if these awards were gained for outstanding contributions to the battle as well as, or instead of kills scored then e.gotism is given a far more constructive outlet. 

 

That way players both get bragging rights albeit packaged in a lore friendly wrapper, while potentially still encouraging good play habits.

 

 

 

  Nonderyon

Apprentice Member

Joined: 11/30/07
Posts: 171

9/11/13 1:46:42 AM#169
Originally posted by Savij

hm i cant imagine a stun in this game

maybe a knockdown by explosion sounds very likly (and i think was already confirmed in some way) and maybe a slow by surpressing (like in DoW)

but silence and stun like in other MMOs just dont fit in a third person shooter

I realy curious how the banshees gona be implemented, are they gona slow down units(like in TT reduce initative) or gona stun(like in fluff)?

 

  quotheraving

Apprentice Member

Joined: 8/22/10
Posts: 279

9/11/13 2:57:22 AM#170
Originally posted by Nonderyon
Originally posted by Savij

hm i cant imagine a stun in this game

maybe a knockdown by explosion sounds very likly (and i think was already confirmed in some way) and maybe a slow by surpressing (like in DoW)

but silence and stun like in other MMOs just dont fit in a third person shooter

I realy curious how the banshees gona be implemented, are they gona slow down units(like in TT reduce initative) or gona stun(like in fluff)?

 

Well they used to do a proper stun back in 2nd edition making the opponent lose a full turn of close combat, (it even affected the target squad's ability to fire overwatch).

In later editions GW made the assault a shared turn, wherein both players get to act, and to fit with this the banshee stun got re drawn by mechanics that allowed Banshees (and most likely any other friendly models in CC) to make all their attacks before the enemy got to react. So it essentially represents the same thing only in a more watered down way.

 

Loadsa units operated in a more raw fashion back in 2nd ed, which is why I made the suggestion earlier in this thread that the devs try to get their hands on a bunch of 2nd ed codices so that they could see the special rules that units used to have before everything became simplified for speed of play.

For instance another example from the Eldar lists were Warp Spiders whose Death spinners used to be a flamer template weapon that forced the opponent to make an initiative check for every model covered to see if they were hit or able to dodge away in time (they moved out of the template). If they failed the Ini check and a subsequent armor save they were insta killed no matter their wounds, which made spiders the best Greater Daemon hunting unit in the game.

 

Now I'm certainly not saying that Banshees should stun or that Spiders should insta kill, but the character of the units abilities was certainly more clearly represented back then.

infact it was thinking about Banshees that made me realise how messed up a full on stun mechanic could be in a PvP computer game and resulted in the post savij was replying to. In this case a pure interpretation of the fluff would probably be bad news for the game (though undoubtedly good news for any Eldar who didn't mind being OP) so if it were up to me I'd opt to represent this ability either as a slow or a damage debuff.

  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  9/11/13 4:42:46 AM#171


Originally posted by Nonderyon

Originally posted by Savij hm i cant imagine a stun in this game maybe a knockdown by explosion sounds very likly (and i think was already confirmed in some way) and maybe a slow by surpressing (like in DoW) but silence and stun like in other MMOs just dont fit in a third person shooter
I realy curious how the banshees gona be implemented, are they gona slow down units(like in TT reduce initative) or gona stun(like in fluff)?

thats difficult to answer
having them stuning enemies and beeing melee experts would make them unkillable in closecombat unless you are double in numbers that they cant stun all

"war isnt fair", true but who wants to fight someone who you cant beat?

slowing could be more possible but maybe less useful in a direct hand to hand combat when the enemy isnt running away

maybe make a mix of both?
if the banshee managed to hit the head with the stun, the enemy gets stunned, if he hits something else he just gets slowed
therefor the stun have to be something like a beam with a not to small diameter so its not to hard to hit the small heads on the big bodys
for orks the "beam" should need to hit the "brain section" of the head, cause they have much bigger heads and it would be to easy target

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

  Savij

Novice Member

Joined: 6/18/13
Posts: 341

 
OP  9/11/13 4:46:17 AM#172

I would like to hear some more opinions to the suppressing (slow) CC idea

I imagine it this way:
All players have a bar in their HUB the "suppressing-bar".
(terminator-like classes do not have one)
To bring the bar to zero would always require more then a single automatic weapon (unless it does not need to reload or cooldown, heavy bolter for example)
Because the bar always fills itself at decent speed unless it hits zero, then it needs 2-3secs without any enemy bullets flying across the "suppressing-area" to regenerate

The "suppressing-area":
All players have an area around them the "suppressing-area" (cylinder shape)
When an enemy bullet flies through/hits the ground of your "s-area", your "s-bar" loses energy
If the "s-bar" is empty your character is forced to crouch and is slower then usual (like in DoW)

Then some things would help you to minimize the losing-rate of your "s-bar":
Cover between you and the enemy, teammates at your side, maybe smoke from smoke grenades too.

But the enemy could improve the losing-rate:
The more enemies shot at your "s-area" and the closer the enemy is the faster your "s-bar" falls

Then different weapon-types do more or less "s-bar" damage, the general rule could be "the bigger the bullet the more suppressions"
That would mean that eldar weapons would have the lowest suppressions per shot but they have a high firerate (maybe the highest)
SM/CSM would have the highest suppressions per shot but slower firerate
Orks would be the middle way but they have more mates and maybe unlimited ammo


Would love to hear some opinions :)

uha Q ninjad me :O i needed over 45 min for that 2 posts >.<
 

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

9/11/13 1:31:19 PM#173
Originally posted by Savij

I would like to hear some more opinions to the suppressing (slow) CC idea

I imagine it this way:
All players have a bar in their HUB the "suppressing-bar".
(terminator-like classes do not have one)
To bring the bar to zero would always require more then a single automatic weapon (unless it does not need to reload or cooldown, heavy bolter for example)
Because the bar always fills itself at decent speed unless it hits zero, then it needs 2-3secs without any enemy bullets flying across the "suppressing-area" to regenerate

The "suppressing-area":
All players have an area around them the "suppressing-area" (cylinder shape)
When an enemy bullet flies through/hits the ground of your "s-area", your "s-bar" loses energy
If the "s-bar" is empty your character is forced to crouch and is slower then usual (like in DoW)

Then some things would help you to minimize the losing-rate of your "s-bar":
Cover between you and the enemy, teammates at your side, maybe smoke from smoke grenades too.

But the enemy could improve the losing-rate:
The more enemies shot at your "s-area" and the closer the enemy is the faster your "s-bar" falls

Then different weapon-types do more or less "s-bar" damage, the general rule could be "the bigger the bullet the more suppressions"
That would mean that eldar weapons would have the lowest suppressions per shot but they have a high firerate (maybe the highest)
SM/CSM would have the highest suppressions per shot but slower firerate
Orks would be the middle way but they have more mates and maybe unlimited ammo


Would love to hear some opinions :)

uha Q ninjad me :O i needed over 45 min for that 2 posts >.<
 

Not a bad idea.

 

Another possibility along these lines would be for all characters to have a morale bar.

The lower the morale, the lower the damage the player does.

 

Under normal situations the morale bar (MoB) would allow the character to deal normal damage, but certain kinds of attacks would decrease the MoB causing the player to deal less damage.

 

If the player can get out of combat the MoB will quickly refill to represent rallying.

Also support classes and characters who skill up as 'Sergeants' would be able to 'heal' a player's MoB even while they are in battle. (obviously Marines morale would only degrade slowly and recover faster - They shall know no fear!)

 

Which brings me to Banshees.

Banshees shouts, some chaos abilities and snipers could do a larger amount of morale damage (a bit like DOW), making these abilities excellent ways to weaken the opposition, and since they aren't normal attacks Space Marines would be affected just the same as anyone else.

I think that this has merits as it's very fluffy doing a good job of representing rallying, surpression and the like, but it doesn't really do Banshees justice.

 

 

BTW a slow need not only affect run speed but could also affect a whole bunch of other things that would in turn have a big effect on close combat, making it a far better ability for Banshees.

For instance the swing speed, number of attacks per minute e.t.c. may be affected as well meaning that a slowed character not only has a hard time running away and aiming against a dodging opponent, but has a lower damage output in melee combat due to hitting less often.

It's even conceivable that a skilled opponent could use this to dodge melee attacks making it a very powerful ability when in the right hands.

  DecisiveRaindrop

Novice Member

Joined: 8/10/13
Posts: 17

10/07/13 7:10:27 PM#174
I think I came up with a great idea here, what if you guys incorporate a Librarium (or what ever it is) onboard personal ships that tells of the different campaigns in the past. This could work as a sort of political office where players can record events and outcomes of the war. Many of you may say that Space Marines are not scribes, but in fact some of them are( A Soul Drinker space marine became famous for writing a popular book!) and they can be elected by the community to record the history. This could make a good chance for people to enact some RP skills and give newer players stories of the glories and epic battles of the past, possibly giving them hype for the future. This might be a bit lore breaking for orks (do orks even write books???), but it would definitely be interesting to read the history from an orks' perspective. It will also be funny to read of how each faction's history differs from the other. This could also have the added benefit of having the community come closer together, as they want to tell the historian battles they think should be included. Another aspect of this is that it can immortalize the different players that played key roles for the campaign. I personally think this feature would be very cool to have in the game.
  decinator27

Apprentice Member

Joined: 10/06/13
Posts: 21

10/07/13 7:39:46 PM#175

I'd like guild sizes to be 1k.

 

Recreating the Ultramarine chapter would be nice.

  Kadai

Novice Member

Joined: 10/07/13
Posts: 2

10/07/13 10:07:29 PM#176

ok here is how i believe classes should work, using vanilla marines as a baseline

1. pick chapter - design char - choose class

2. each class has weapon types and a special type of ability or "class specific" you can say the classes would be: librarian, tech, apothecary, and standard.

3. standard marines class ability is to have the several variants playable (assault, tactical and devistator)

librarians get a psyker bar and abilities of course

tech should get a resource bar, say 10 cogs, and each crafted skill, like a turret or a small wall for cover cost set points and are slowly refunded when they are destroyed.

apoths can maybe get a second variant of chaplain as well, so we can have the whole gang, one healer for the body, on for the mind (some light buffs from the chap, think chosen from WAR)

4. all classes start with chain sword\bolt pistol but weapon certs are bought with resources and vary by class. based mostly on 1 or 2 handed, with some exceptions.

assaults get 1 or 2 handed melee and 1h ranged, tacs can get a 2h melee or ranged, but gets 1h of the opposite, devs get their unique heavies and a combat dagger.

librarians get 1 or 2h force wep and a pistol

techs same as assault

apoths get 2h ranged and their drill for melee

then we can throw some wargear slots for levels or what have you.

  BeerSamurai

Novice Member

Joined: 7/05/13
Posts: 69

10/07/13 10:07:57 PM#177
Originally posted by DecisiveRaindrop
I think I came up with a great idea here, what if you guys incorporate a Librarium (or what ever it is) onboard personal ships that tells of the different campaigns in the past. This could work as a sort of political office where players can record events and outcomes of the war. Many of you may say that Space Marines are not scribes, but in fact some of them are( A Soul Drinker space marine became famous for writing a popular book!) and they can be elected by the community to record the history. This could make a good chance for people to enact some RP skills and give newer players stories of the glories and epic battles of the past, possibly giving them hype for the future. This might be a bit lore breaking for orks (do orks even write books???), but it would definitely be interesting to read the history from an orks' perspective. It will also be funny to read of how each faction's history differs from the other. This could also have the added benefit of having the community come closer together, as they want to tell the historian battles they think should be included. Another aspect of this is that it can immortalize the different players that played key roles for the campaign. I personally think this feature would be very cool to have in the game.

Well that sorta is and isn't canon.  Space Marines themselves don't keep the records, the human serfs that serve them do.  They inscribe everything to what battles they fought, to where they fought, how many enemy heads were collected, to how long it took the Chapter Master to take a dump. 

Actually I think a Librarium would also be a nice way of keeping track of player's achievements in game, how many enemies slain, forts captured, etc.  This can be applied to both the player, the 'company' he is part of, and the Chapter within the faction as a whole.

Orks do have a written language, but they don't use it to keep history.  Language is just for giving orders and carving insults on the bathroom wall.  Orks keep the history of their clan alive though the storytellers(smartboyz)

Dreah I'm yunk, wazzit matter to you?

  decinator27

Apprentice Member

Joined: 10/06/13
Posts: 21

10/08/13 2:10:29 PM#178

I hope terminator armor feels like terminator armor.

 

 

  Sagasaint

Apprentice Member

Joined: 6/25/11
Posts: 474

I don't always play MMOs, but when I do, I play sandboxes

10/09/13 3:42:30 PM#179
Originally posted by decinator27

I'd like guild sizes to be 1k.

 

Recreating the Ultramarine chapter would be nice.

not all chapters abide by that

just to name one, SWs do not, and they are one of the starting chapters

 

also, the other 3 sides dont have to suffer such restriction. CSM are essentially first founding legions, their numbers could be anything. orks are horde. and craftworlds are certainly bigger than 1000.

 

  GitzStompa

Novice Member

Joined: 7/25/13
Posts: 54

10/10/13 9:03:57 AM#180

If we get flying units at some point, It would be really funny if you'd be able to do a barrel roll::):):)

But anyway, for flying unit controls  I suggest that the dev team should take a look at War Thunder. It's an airplane simulator and many people like the way how the airplanes in that game handle with keyboard+mouse.

 

 

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