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Ideas and Suggestions for Eternal Crusade (renamed)

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Comments

  • DihoruDihoru Member Posts: 2,731
    Originally posted by quotheraving

    Here's one.

     

    Make Ork tech proper Orky!

     

    Ok some explanation needed there. 

    Since the 2nd Edition of WH40k complex but colourful rules have been gradually simplified and homogenised and one of the races to really suffer from this was the Orks, thankfully however the latest edition seems to be reversing the trend a bit.

     

    Back in the day Ork technology in WH40k was typically destructive, funny, kinda random and on occasion as dangerous to the Orks as it is to the enemy.

    A prime example of this is the Stormboyz who effectively strap themselves to a missile and just as you'd expect from orky tech it would often blow up, go off course or overshoot. 

    Representing that in game would be kinda unfair on the ork player, but the jetpack could randomly drift about in flight rather than flying straight and require constant course correction to keep on target, meaning that the Ork would still be effective, but they would have their own particular quirks on the battlefield. 

    Don't make me get a Nob pack and start teaching the boyz to believe their shootas can kill titans cause then....ya guys are fuuuuucked (to anyone who doesn't know google Waaagh).

    image
  • drbaltazardrbaltazar Member UncommonPosts: 7,856
    I have yet to read this book series!which is the first.anyway .I never like to play a few char at once but this series might actually need it.why?from what I gather there is always stuff going on in the galaxy .I see it like this .you he been fighting your way to whatever chaos part of hell hole your almost there and hop this message pop up :meanwhile in the skull sharp territory .and yoju play a totally different part of the storyline etc I could be wrong but I feel its the only way to grasp the full 40000 experience.
  • GholosGholos Member Posts: 209

    My suggestion: i would to see Imperial Guard at the release and in particular the Ogryn.

    I think that Imperial Guard could works like Ork Boyz (FTP) for the normal Guardsman, cause like Ork Boyz they are weaker than a Space Marine and more numerous; futhermore i think that not all the players that want to play free are supposed to chose an ork so give another choice to them could be a good idea.

    As major Imperial Guard's classes, could be introduced: Commisar, Ogryn, Kaserkin, Sanctioned Psyker.

    And if you want to use a trinity like system, it could works this way:

    Commisar = crowd control class/ buffer

    Ogryn = tank/ melee dps

    Kaserkin = ranged dps

    Sanctioned Psyker = healer

    image


    "Brute force not work? It because you not use enought of it"
    -Karg, Ogryn Bone'ead.

  • freakishbeanfreakishbean Member UncommonPosts: 176
    Originally posted by Gholos

    My suggestion: i would to see Imperial Guard at the release and in particular the Ogryn.

    I think that Imperial Guard could works like Ork Boyz (FTP) for the normal Guardsman, cause like Ork Boyz they are weaker than a Space Marine and more numerous; futhermore i think that not all the players that want to play free are supposed to chose an ork so give another choice to them could be a good idea.

    As major Imperial Guard's classes, could be introduced: Commisar, Ogryn, Kaserkin, Sanctioned Psyker.

    And if you want to use a trinity like system, it could works this way:

    Commisar = crowd control class/ buffer

    Ogryn = tank/ melee dps

    Kaserkin = ranged dps

    Sanctioned Psyker = healer

    I'd rather see an Imperial Guardsman with a Medic loadout be the designated "healer", rather then a Psyker. Psyker should be crowd control. But simply put, organizing everything into a class system is a bad idea, unless it is a very, VERY specialized role - IE, Psykers.

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

  • apocolusterapocoluster Member UncommonPosts: 1,326
    Bring in and highlight a brand new faction that isn't currently represented in the table top. Maybe dust off the squats or slaan or just make a totally new faction

    No matter how cynical you become, its never enough to keep up - Lily Tomlin

  • SavijSavij Member Posts: 341
    Originally posted by apocoluster
    Bring in and highlight a brand new faction that isn't currently represented in the table top. Maybe dust off the squats or slaan or just make a totally new faction

    that would be totaly strange^^

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

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
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  • freakishbeanfreakishbean Member UncommonPosts: 176
    Adeptus Arbites! The Judge Dredds of 40k!

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

  • GholosGholos Member Posts: 209
    Originally posted by quotheraving
    Originally posted by freakishbean
    Originally posted by Gholos

    My suggestion: i would to see Imperial Guard at the release and in particular the Ogryn.

    I think that Imperial Guard could works like Ork Boyz (FTP) for the normal Guardsman, cause like Ork Boyz they are weaker than a Space Marine and more numerous; futhermore i think that not all the players that want to play free are supposed to chose an ork so give another choice to them could be a good idea.

    As major Imperial Guard's classes, could be introduced: Commisar, Ogryn, Kaserkin, Sanctioned Psyker.

    And if you want to use a trinity like system, it could works this way:

    Commisar = crowd control class/ buffer

    Ogryn = tank/ melee dps

    Kaserkin = ranged dps

    Sanctioned Psyker = healer

    I'd rather see an Imperial Guardsman with a Medic loadout be the designated "healer", rather then a Psyker. Psyker should be crowd control. But simply put, organizing everything into a class system is a bad idea, unless it is a very, VERY specialized role - IE, Psykers.

    I'd be very careful about having a dedicated healer class in any shooter style game!

    As I pointed out in another thread the holy trinity (tank, dps,healer) of character roles biasses the game towards longer and longer battles which ultimately reduces the feeling of action in the game.

    I do however agree that characters need to have very distinct battlefield roles in order to have a clear purpose in a battle, shoes that no-one else can fill!  However apeing the holy trinity of tab target mmos and the earlier pen n paper rpgs that they were inspired by is not the way to achieve this in my opinion.

     

    Ask yourself this... Is there a strong role for healers in WH40k the tabletop game?

    Let's take the obvious 'healer' for an example, the Apthecary.

    An apothecary allows the squad he's with to ignore the first failed But bear in mind that it's no help against wounds that don't allow an armour save: ones with an AP of 3 or better, or which ignore armour saves (like power weapons).

     

    In effect he acts to prevent damage, though this just represents his quickly tending to wounds and allowing Marines to fight on.

    What he doesn't do is to magically remove damage, which is indicated by the fact that he can't remove wounds already suffered by a multiwound character and can't prevent grievous wounds from sources that are likely to result in fatal wounds (such as power weapons and weapons which bypass armor).

    So fluff has it then that he helps tend the wounded and is capable of getting wounded SpaceMarines back into the fight, but clearly his medical abilities are severely limited and there is an underlying rationale at work, a rationale that would be severely challenged by rendering him with the usual mmo style healing role.

     

     

    Yes i understand what you mean, i m not sure that a trinity system will fit this game well, this is why i say "if"".

    Howether in my mmo experience it is the only system that work well and that allow you to build up group with classes that need to coordinate and rely on others in order to survive. Dont forget that this game will have PvE contents too so strictly tabletop rules couldnt be sufficient.

     

    Another way to intend the classes could be divide it in major roles:

     

    front line classes: tough classes with high armor and wounds, that are very hard to kill and specialized in crushing enemy lines and that are strong in melee dps (for example: power fists, chain weapons, power weapons)

     

    support classes: classes with less armor and wounds that cover and aid the frontline ones and that are specialized in long ranged weapons with high dps (for example: heavy weapons, sniper's rifles) or special abilities ( for example: psionic powers, healing skills)

     

    scout classes: light classes with stealth ability that can explore the battleground, ambush enemies and set traps (for example: mines, explosives)

    image


    "Brute force not work? It because you not use enought of it"
    -Karg, Ogryn Bone'ead.

  • DihoruDihoru Member Posts: 2,731
    Originally posted by Gholos
    Originally posted by quotheraving
    Originally posted by freakishbean
    Originally posted by Gholos

    My suggestion: i would to see Imperial Guard at the release and in particular the Ogryn.

    I think that Imperial Guard could works like Ork Boyz (FTP) for the normal Guardsman, cause like Ork Boyz they are weaker than a Space Marine and more numerous; futhermore i think that not all the players that want to play free are supposed to chose an ork so give another choice to them could be a good idea.

    As major Imperial Guard's classes, could be introduced: Commisar, Ogryn, Kaserkin, Sanctioned Psyker.

    And if you want to use a trinity like system, it could works this way:

    Commisar = crowd control class/ buffer

    Ogryn = tank/ melee dps

    Kaserkin = ranged dps

    Sanctioned Psyker = healer

    I'd rather see an Imperial Guardsman with a Medic loadout be the designated "healer", rather then a Psyker. Psyker should be crowd control. But simply put, organizing everything into a class system is a bad idea, unless it is a very, VERY specialized role - IE, Psykers.

    I'd be very careful about having a dedicated healer class in any shooter style game!

    As I pointed out in another thread the holy trinity (tank, dps,healer) of character roles biasses the game towards longer and longer battles which ultimately reduces the feeling of action in the game.

    I do however agree that characters need to have very distinct battlefield roles in order to have a clear purpose in a battle, shoes that no-one else can fill!  However apeing the holy trinity of tab target mmos and the earlier pen n paper rpgs that they were inspired by is not the way to achieve this in my opinion.

     

    Ask yourself this... Is there a strong role for healers in WH40k the tabletop game?

    Let's take the obvious 'healer' for an example, the Apthecary.

    An apothecary allows the squad he's with to ignore the first failed But bear in mind that it's no help against wounds that don't allow an armour save: ones with an AP of 3 or better, or which ignore armour saves (like power weapons).

     

    In effect he acts to prevent damage, though this just represents his quickly tending to wounds and allowing Marines to fight on.

    What he doesn't do is to magically remove damage, which is indicated by the fact that he can't remove wounds already suffered by a multiwound character and can't prevent grievous wounds from sources that are likely to result in fatal wounds (such as power weapons and weapons which bypass armor).

    So fluff has it then that he helps tend the wounded and is capable of getting wounded SpaceMarines back into the fight, but clearly his medical abilities are severely limited and there is an underlying rationale at work, a rationale that would be severely challenged by rendering him with the usual mmo style healing role.

     

     

    Yes i understand what you mean, i m not sure that a trinity system will fit this game well, this is why i say "if"".

    Howether in my mmo experience it is the only system that work well and that allow you to build up group with classes that need to coordinate and rely on others in order to survive. Dont forget that this game will have PvE contents too so strictly tabletop rules couldnt be sufficient.

     

    Another way to intend the classes could be divide it in major roles:

     

    front line classes: tough classes with high armor and wounds, that are very hard to kill and specialized in crushing enemy lines and that are strong in melee dps (for example: power fists, chain weapons, power weapons)

     

    support classes: classes with less armor and wounds that cover and aid the frontline ones and that are specialized in long ranged weapons with high dps (for example: heavy weapons, sniper's rifles) or special abilities ( for example: psionic powers, healing skills)

     

    scout classes: light classes with stealth ability that can explore the battleground, ambush enemies and set traps (for example: mines, explosives)

    You're mistaking specialist troops with support troops (basically the support guys would be the crafters, the medics, etc, that would be mostly non-combat guys because funnily enough every faction in warhammer 40.000 has their craftsmen (marines have tech marines, orks have meks, eldar have bone singers if I am not mistaken and chaos have hereteks, the Imperial Guard would have tech priests by the way and the way this could work is in the following way: tech marine is more of a frontline crafter, basically not a full tactical marine in terms of durability but has more advanced weaponry and can do some light/medium crafting, the meks basically cobble together anything their hearts desire and have to deal with the durability and chemical stability of said objects, the bone singers could have ready access to crafting materials but would need a higher degree of skill to obtain good items, the hereteks would be allowed to experiment and do anything they wish which could result in some extremely advanced weapons but with high durability issues and if the imperial guard get put it: tech priests would take a long time to craft anything but the items they can craft, of which there are a plethora, are the best all rounders)).

    image
  • GholosGholos Member Posts: 209
    Originally posted by Dihoru
    Originally posted by Gholos
    Originally posted by quotheraving
    Originally posted by freakishbean
    Originally posted by Gholos

    My suggestion: i would to see Imperial Guard at the release and in particular the Ogryn.

    I think that Imperial Guard could works like Ork Boyz (FTP) for the normal Guardsman, cause like Ork Boyz they are weaker than a Space Marine and more numerous; futhermore i think that not all the players that want to play free are supposed to chose an ork so give another choice to them could be a good idea.

    As major Imperial Guard's classes, could be introduced: Commisar, Ogryn, Kaserkin, Sanctioned Psyker.

    And if you want to use a trinity like system, it could works this way:

    Commisar = crowd control class/ buffer

    Ogryn = tank/ melee dps

    Kaserkin = ranged dps

    Sanctioned Psyker = healer

    I'd rather see an Imperial Guardsman with a Medic loadout be the designated "healer", rather then a Psyker. Psyker should be crowd control. But simply put, organizing everything into a class system is a bad idea, unless it is a very, VERY specialized role - IE, Psykers.

    I'd be very careful about having a dedicated healer class in any shooter style game!

    As I pointed out in another thread the holy trinity (tank, dps,healer) of character roles biasses the game towards longer and longer battles which ultimately reduces the feeling of action in the game.

    I do however agree that characters need to have very distinct battlefield roles in order to have a clear purpose in a battle, shoes that no-one else can fill!  However apeing the holy trinity of tab target mmos and the earlier pen n paper rpgs that they were inspired by is not the way to achieve this in my opinion.

     

    Ask yourself this... Is there a strong role for healers in WH40k the tabletop game?

    Let's take the obvious 'healer' for an example, the Apthecary.

    An apothecary allows the squad he's with to ignore the first failed But bear in mind that it's no help against wounds that don't allow an armour save: ones with an AP of 3 or better, or which ignore armour saves (like power weapons).

     

    In effect he acts to prevent damage, though this just represents his quickly tending to wounds and allowing Marines to fight on.

    What he doesn't do is to magically remove damage, which is indicated by the fact that he can't remove wounds already suffered by a multiwound character and can't prevent grievous wounds from sources that are likely to result in fatal wounds (such as power weapons and weapons which bypass armor).

    So fluff has it then that he helps tend the wounded and is capable of getting wounded SpaceMarines back into the fight, but clearly his medical abilities are severely limited and there is an underlying rationale at work, a rationale that would be severely challenged by rendering him with the usual mmo style healing role.

     

     

    Yes i understand what you mean, i m not sure that a trinity system will fit this game well, this is why i say "if"".

    Howether in my mmo experience it is the only system that work well and that allow you to build up group with classes that need to coordinate and rely on others in order to survive. Dont forget that this game will have PvE contents too so strictly tabletop rules couldnt be sufficient.

     

    Another way to intend the classes could be divide it in major roles:

     

    front line classes: tough classes with high armor and wounds, that are very hard to kill and specialized in crushing enemy lines and that are strong in melee dps (for example: power fists, chain weapons, power weapons)

     

    support classes: classes with less armor and wounds that cover and aid the frontline ones and that are specialized in long ranged weapons with high dps (for example: heavy weapons, sniper's rifles) or special abilities ( for example: psionic powers, healing skills)

     

    scout classes: light classes with stealth ability that can explore the battleground, ambush enemies and set traps (for example: mines, explosives)

    You're mistaking specialist troops with support troops (basically the support guys would be the crafters, the medics, etc, that would be mostly non-combat guys because funnily enough every faction in warhammer 40.000 has their craftsmen (marines have tech marines, orks have meks, eldar have bone singers if I am not mistaken and chaos have hereteks, the Imperial Guard would have tech priests by the way and the way this could work is in the following way: tech marine is more of a frontline crafter, basically not a full tactical marine in terms of durability but has more advanced weaponry and can do some light/medium crafting, the meks basically cobble together anything their hearts desire and have to deal with the durability and chemical stability of said objects, the bone singers could have ready access to crafting materials but would need a higher degree of skill to obtain good items, the hereteks would be allowed to experiment and do anything they wish which could result in some extremely advanced weapons but with high durability issues and if the imperial guard get put it: tech priests would take a long time to craft anything but the items they can craft, of which there are a plethora, are the best all rounders)).

    With "support", i intend classes that in addiction to make ranged dps to cover their comrades in arms, are specialized in support them in other different  ways, for example: using flash grenates that blind enemies or smoke grenade that make allies more difficult to hit, crippling enemies with sniper's rifles shots, make ranged aoe dmg and dot or debuffing foes with granates launchers, make crowd controls using psionic powers, healing or buffing friends with different abilities for example a morale buff from a Commisar ability and so on...the term "support" is just to give an idea of what i mean.

    image


    "Brute force not work? It because you not use enought of it"
    -Karg, Ogryn Bone'ead.

  • NonderyonNonderyon Member UncommonPosts: 189

    first of all, they intend to use cover, huge battle grounds, massive population...and i dont think someone have lot of hp just stand out and welcomming the shots because a healer bachink up...that is not w40k for sure...so i'm hope the combat mechanic would be intense and give back what we read in books (shot down arms, blow heads with a carefuly aimed shot), and not some kind of fellowship of the ring with Frodo in space marine armor fight out anything <- because they are the "heroes".

     

  • GholosGholos Member Posts: 209
    Originally posted by Nonderyon

    first of all, they intend to use cover, huge battle grounds, massive population...and i dont think someone have lot of hp just stand out and welcomming the shots because a healer bachink up...that is not w40k for sure...so i'm hope the combat mechanic would be intense and give back what we read in books (shot down arms, blow heads with a carefuly aimed shot), and not some kind of fellowship of the ring with Frodo in space marine armor fight out anything <- because they are the "heroes".

     

    I dont know if they want to do an FPS, a MMO or an hybrid of both game, but if it will be a MMO, your char. is supposed to raise in lv. or skills, to have higher hit points,  to have a role in the game and not to be istant killed by a single shot.
     This is not a tabletop game with an army to control, you have only your char. that need to be harder to being killed than a miniature.

    Dont forget that the game will have a PvE too so i dont think that will be a pure shooter game.

    image


    "Brute force not work? It because you not use enought of it"
    -Karg, Ogryn Bone'ead.

  • SavijSavij Member Posts: 341
    Originally posted by Gholos
    Originally posted by Nonderyon

    first of all, they intend to use cover, huge battle grounds, massive population...and i dont think someone have lot of hp just stand out and welcomming the shots because a healer bachink up...that is not w40k for sure...so i'm hope the combat mechanic would be intense and give back what we read in books (shot down arms, blow heads with a carefuly aimed shot), and not some kind of fellowship of the ring with Frodo in space marine armor fight out anything <- because they are the "heroes".

     

    I dont know if they want to do an FPS, a MMO or an hybrid of both game, but if it will be a MMO, your char. is supposed to raise in lv. or skills, to have higher hit points,  to have a role in the game and not to be istant killed by a single shot.
     This is not a tabletop game with an army to control, you have only your char. that need to be harder to being killed than a miniature.

    Dont forget that the game will have a PvE too so i dont think that will be a pure shooter game.

    a level 1 will be able to kill a level 100 player the level 100 player will just have much more ways to kill his oponent and for sure some advantages but they are not that high that an level 1 will have not a sigle chance to kill him

    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

  • SavijSavij Member Posts: 341
    another idea:

    if i switch weapons from primary to secondary weapon i don’t want the primary weapon to disappear i want it to be placed where it has to be placed
    like pistol into the holster on my weapon belt, greatswords on the back (with an holdingsystem not floating somewhere behind the back)
    that would automatically limit the amount of different weapons we can carry and the size of the weapons

    1 big melee or ranged weapon (rocket launcher) on the back (or if you got a jumppack, in the hands)
    1 medium ranged weapon on a gunsling (if you have no big weapons with a jumppack)
    1 fist weapon (if you have no big weapons)
    1 small ranged weapon on the belt
    1 small to medium melee weapon (if you have no big meleeweapon)

    so you can have up to 4 different weapons at maximum (big ranged weapon, medium ranged weapon, medium melee weapon small ranged weapon)
    and at least 2 different weapons at minimum (jumppack, big melee weapon, small ranged weapon)

    and i would like to see weapon change animation (quick ones for sure, i don’t like the instant weapon swap in spacemarine between range and melee)

    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

  • GholosGholos Member Posts: 209

    suggestion: I think that could be interesting to introduce in the game that want to be a large and realistic battle simulation some degree of friendly fire.

    Obviously not with all normal attacks, but for example when you use a very heavy weapon with big aoe dmg or on artillery attack and so on

    image


    "Brute force not work? It because you not use enought of it"
    -Karg, Ogryn Bone'ead.

  • SavijSavij Member Posts: 341
    Originally posted by Gholos

    suggestion: I think that could be interesting to introduce in the game that want to be a large and realistic battle simulation some degree of friendly fire.

    Obviously not with all normal attacks, but for example when you use a very heavy weapon with big aoe dmg or on artillery attack and so on

    they confirmed that friendly fire will be an element of the game but they are still try to find the right amount of this

    i think they will have reduced dmg in friendly fire or split it between attacker and target ( i would like the first solution 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

  • GholosGholos Member Posts: 209
    Originally posted by Savij
    Originally posted by Gholos

    suggestion: I think that could be interesting to introduce in the game that want to be a large and realistic battle simulation some degree of friendly fire.

    Obviously not with all normal attacks, but for example when you use a very heavy weapon with big aoe dmg or on artillery attack and so on

    they confirmed that friendly fire will be an element of the game but they are still try to find the right amount of this

    i think they will have reduced dmg in friendly fire or split it between attacker and target ( i would like the first solution more)

    Good new, this will make combat more tactical

    image


    "Brute force not work? It because you not use enought of it"
    -Karg, Ogryn Bone'ead.

  • GitzStompaGitzStompa Member Posts: 54

    A suggestion I have is that make every chapter/legion/craftworld/clan have different "passive" kind of abilities.

    A few things I'd have in mind would be the following: Bad Moonz, an ork clan which should have a passive that allows them to gather "teef" from fallen allies and get requisition points based on the amount of teeth they collect. The rate would be low however, somewhere around 0,1 requisition per teeth or something like that.  These "teef" are only shared by the Bad Moonz Clan though, and no other clan will be able to benefit from the gathered resources. They can however, steal teef from the Bad Moonz themselves if they so desire.

    If you introduce DeathSkulls, the famous looters of the orkz, they could have an ability to scavenge weapons from the battlefield, and transform them into orchish weapons with relative ease. Their expertise would also be seen by looting fallen enemy vehicles and transforming them into orchish vehicles much faster than other orchish clans or something like that.

    I'm yet to think about other passives for other races but I think you understod what I ment.. hopefully, lol.

     

    Another suggestion I have is that make ork weapons sound loud! Noice is one of the most important factors in ork weaponry. This could vary by weapon, for example: Shoota being  a loud weapon, but not as loud as a Big Shoota. Also, by painting your weapons to different colors, it could modify your weapon of choice. For example, red color makes the weapon shoot faster, but have increased recoil. painting the weapon blue would give you more luck, thus increasing your accuracy but reducing the weapon's noice and firepower.

     

    Also,  Orkz should indeed have an ability that is increased by their numbers. This is Da WAAAAAGH! for example. Every ork would increase their speed and resiliance to ranged firepower when this ability is activated. The more orkz, the beter the ability is. However, there's a downside to this. Should the leaders of the charge die (Nobz), all boyz lose their bonuses instantly, or they're greatly reduced.

     

     

  • Loke666Loke666 Member EpicPosts: 21,441

    Just stay so close as possible o Warhammers original mechanics and world.

    No censorship to make the game more child friendly or mechanics that MMOers are used to, that have been tried before and it turned of the actual Warhammer fans fast.

    The game really should be made for Warhammer fans, Wow fans already play Wow and so on.

  • SavijSavij Member Posts: 341
    Originally posted by GitzStompa

    Also,  Orkz should indeed have an ability that is increased by their numbers. This is Da WAAAAAGH! for example. Every ork would increase their speed and resiliance to ranged firepower when this ability is activated. The more orkz, the beter the ability is. However, there's a downside to this. Should the leaders of the charge die (Nobz), all boyz lose their bonuses instantly, or they're greatly reduced.

    i had some thoughts about this

    like this for example:

    "a hord of 100 orks are heading to a fortress of spacemarines but before they start the charge they pumping up their rage! the nobs start to hammer their weapons against their armor and start a warcry that gets louder and louder, orkboys around them join them and form a big loud mob of orks(te more te betta!) after they finished they get a big chargebonus in form of an movementspeed buff and damage reduction while charging"

    for sure the waaagh would stop if the bozzez are killed

    maybe da orks should only be able to waaagh if they are in a strikeforce and just the strikeforce bozz can start the waaagh ability and must be killed to stop it

    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

  • GitzStompaGitzStompa Member Posts: 54
    Originally posted by Loke666

    Just stay so close as possible o Warhammers original mechanics and world.

    No censorship to make the game more child friendly or mechanics that MMOers are used to, that have been tried before and it turned of the actual Warhammer fans fast.

    The game really should be made for Warhammer fans, Wow fans already play Wow and so on.

     

    A hundred times this. If I remember right, Miguel stated that there's no "quests" that require you to bring 5 hormaugaunt venom sacks to a chapter master, which is good. A game like this shouldn't have boring quests like that. 

  • GitzStompaGitzStompa Member Posts: 54
    Originally posted by Savij
    Originally posted by GitzStompa

    Also,  Orkz should indeed have an ability that is increased by their numbers. This is Da WAAAAAGH! for example. Every ork would increase their speed and resiliance to ranged firepower when this ability is activated. The more orkz, the beter the ability is. However, there's a downside to this. Should the leaders of the charge die (Nobz), all boyz lose their bonuses instantly, or they're greatly reduced.

    i had some thoughts about this

    like this for example:

    "a hord of 100 orks are heading to a fortress of spacemarines but before they start the charge they pumping up their rage! the nobs start to hammer their weapons against their armor and start a warcry that gets louder and louder, orkboys around them join them and form a big loud mob of orks(te more te betta!) after they finished they get a big chargebonus in form of an movementspeed buff and damage reduction while charging"

    for sure the waaagh would stop if the bozzez are killed

    maybe da orks should only be able to waaagh if they are in a strikeforce and just the strikeforce bozz can start the waaagh ability and must be killed to stop it

    Sounds good to me.  What I'm still thinking about what kind of penalties would the charging orkz receive if the boss is killed? Like.. do they just loose combat willingness and sufffer a crazy amount of penalties? We need to stay true to the lore, but i think it would be a bit unfair if the WAAAGh would end and the orkz would be basically pointless after it (which happens in lore, if the bozz is killed all the boyz go in disarray and start fighting eahc other in the worst scenario). What kind of penalty should be an approriate one, or should there be any penalties at all?

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by GitzStompa

    A hundred times this. If I remember right, Miguel stated that there's no "quests" that require you to bring 5 hormaugaunt venom sacks to a chapter master, which is good. A game like this shouldn't have boring quests like that. 

    Agreed. Then again if our Pathfinder/D&D DM would give us that in pen and paper we would just laugh in his face and turn the thing down so I am not sure in which lore quests like that is fine.

    A MMO set in a specific world should do as much as possible to make that game as close as the original IP, otherwise they could just have made their own world instead. And the game really should be made for fans of the IP instead trying to steal fans from other MMOs.

    I think that a well made Warhammer game could get millions of Warhammer fans into MMOs so it doesn't really need to steal others subs. Wow did get the Blizzard fans into MMOs and if they make this game right it have the potential of getting a large numbers of new players into MMOs.

    Then again, I said the same thing when WAR was announced, chances are that we get a game that is just like everything else but I hope not since this really is a huge opportunity to actually get in new folks and try out something different.

  • SavijSavij Member Posts: 341
    Originally posted by GitzStompa
    Originally posted by Savij
    Originally posted by GitzStompa

    Also,  Orkz should indeed have an ability that is increased by their numbers. This is Da WAAAAAGH! for example. Every ork would increase their speed and resiliance to ranged firepower when this ability is activated. The more orkz, the beter the ability is. However, there's a downside to this. Should the leaders of the charge die (Nobz), all boyz lose their bonuses instantly, or they're greatly reduced.

    i had some thoughts about this

    like this for example:

    "a hord of 100 orks are heading to a fortress of spacemarines but before they start the charge they pumping up their rage! the nobs start to hammer their weapons against their armor and start a warcry that gets louder and louder, orkboys around them join them and form a big loud mob of orks(te more te betta!) after they finished they get a big chargebonus in form of an movementspeed buff and damage reduction while charging"

    for sure the waaagh would stop if the bozzez are killed

    maybe da orks should only be able to waaagh if they are in a strikeforce and just the strikeforce bozz can start the waaagh ability and must be killed to stop it

    Sounds good to me.  What I'm still thinking about what kind of penalties would the charging orkz receive if the boss is killed? Like.. do they just loose combat willingness and sufffer a crazy amount of penalties? We need to stay true to the lore, but i think it would be a bit unfair if the WAAAGh would end and the orkz would be basically pointless after it (which happens in lore, if the bozz is killed all the boyz go in disarray and start fighting eahc other in the worst scenario). What kind of penalty should be an approriate one, or should there be any penalties at all?

    when da bozz is killed, then there is short periot 5-10s where all other waaaghmember are slowed down 30 to 50% maybe and are extra vurnuable to damage after the periot a new waaaghbozz is assingned (per vote or the next strongest/best ork squad leader)

    the waaagh continues but maybe with lower waaagh boni

    and for sure the waaaghbozz needs some protection to not get killed to easy like a shield or extra HP buff (ya da waaaghbozz needs to be stronga then is mates)

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  • GitzStompaGitzStompa Member Posts: 54

    A few more suggestions

     1. It would be really cool if a battle squad could construct their own vehicle, and modify it to their liking:)

    2. Customization colors on your character could take inspiration from DoW's army painter.

    3.  A combo system like in Space Marine would be cool. Something like rmb,rmb,f (something like a shoulderbash,headbutt of some sort). It would be cool if the combos were different on each weapon. 

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