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Made in au
Rampaging Khorne Dreadnought




Wollongong, Australia

Grundz wrote:
rockerbikie wrote:No. It would not be unfair and complex, all it would mean that THQ would have to spend time balancing the game a little. The lack of Bikes for my White Scars and Frost Axes for Space Wolf is the sole reason I will not participate in Multiplayer. I want to be a Space Wolf not a Vanilla Marine posing as one. Space Wolves use different strategies and tatics than a Normal Marine and you expect them to use the same equipment, in my opinion comparing Space Wolves and Vanilla Marine is like comapring a Wolf to a Hyenna.


Is it hard typing on your laptop from that high horse?

Listen, why should Space Wolves be given the same abilities as Ultramarines, they deserve some kind of Berserk abilities or something to make them Unique. I want a Savage Norse Barbarian, not some little puppy which is not a true Space Wolf? Just because I like my chapter does not make me arrogant. Just because you can't read simple background, you have to make statements such as "Is it hard on your laptop from that high horse?". Also, I do find it hard because I am a Bretonnia Knight:

This message was edited 2 times. Last update was at 2011/11/11 17:27:27


 
   
Made in gb
Sniping Hexa





SW UK

I see your point but the only way i see this being implemented is more perks to make your marine "feel" more similar to its designated chapter (and btw its not difficult to compare a wolf and a hyena!)

Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
Made in au
Rampaging Khorne Dreadnought




Wollongong, Australia

vodo40k wrote:I see your point but the only way i see this being implemented is more perks to make your marine "feel" more similar to its designated chapter (and btw its not difficult to compare a wolf and a hyena!)

I know it is. That is the point, you can compare them to a degree. The people at THQ should focus on balance as Chapter Identity. I feel Space Wolves deserve a game on their own. Don't you agree?

 
   
Made in gb
Sniping Hexa





SW UK

rockerbikie wrote:
vodo40k wrote:I see your point but the only way i see this being implemented is more perks to make your marine "feel" more similar to its designated chapter (and btw its not difficult to compare a wolf and a hyena!)

I know it is. That is the point, you can compare them to a degree. The people at THQ should focus on balance as Chapter Identity. I feel Space Wolves deserve a game on their own. Don't you agree?


Other games/DLCs would be much better if they didnt focus on the ULTRAMAHREENS all the time. As someone already mentioned a space hulk DLC would be good, preferably playing as blood angels. That being said they will have to finnish the current story line at some point. Im not sure what "theme" would be appropriate for a DLC featuring SWs though.

Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Edited by Manchu. Personal attacks are against Rule Number One.

This message was edited 1 time. Last update was at 2011/11/12 09:17:19


Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in au
Rampaging Khorne Dreadnought




Wollongong, Australia

Edited by Manchu. Personal attacks are against Rule Number One.

This message was edited 1 time. Last update was at 2011/11/12 09:17:34


 
   
Made in us
Infiltrating Hawwa'





Through the looking glass

Gentlemen, please. If you've got nothing nice to say, just leave things be.

“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in gb
Sniping Hexa





SW UK

I know the frustration guys but stay on topic.

Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
Made in gb
The Hammer of Witches





Lincoln, UK

Moving swiftly on.

First and foremost, some more bally maps. I'm already bored of the new ones. Another game mode would be nice too, something like the Assault missions from Unreal Tournament. I liked those a lot.

Otherwise, I concur with the flamer, chaplain and Space Hulk ideas most strenuously. Chapter specific DLC I could take or leave, but I can see how people might like it.

What I'd really like is to see other playable races, even if just for exterminatus, but that's never gonna happen. It's called Space Marine after all.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in au
Death-Dealing Ultramarine Devastator




Newtown

htj wrote:Moving swiftly on.

First and foremost, some more bally maps. I'm already bored of the new ones. Another game mode would be nice too, something like the Assault missions from Unreal Tournament. I liked those a lot.

Otherwise, I concur with the flamer, chaplain and Space Hulk ideas most strenuously. Chapter specific DLC I could take or leave, but I can see how people might like it.

What I'd really like is to see other playable races, even if just for exterminatus, but that's never gonna happen. It's called Space Marine after all.

Maybe you could play as a Bloodletter?

14000 points Ultramarines
5000 points Averland Army  
   
Made in gb
The Hammer of Witches





Lincoln, UK

Hmm, yeah. That could be added as a class for Chaos perhaps. Whilst Marines could get, say, Scouts? Lower health and armour but ability to turn invisible perhaps?

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in au
Death-Dealing Ultramarine Devastator




Newtown

vodo40k wrote:
rockerbikie wrote:
vodo40k wrote:I see your point but the only way i see this being implemented is more perks to make your marine "feel" more similar to its designated chapter (and btw its not difficult to compare a wolf and a hyena!)

I know it is. That is the point, you can compare them to a degree. The people at THQ should focus on balance as Chapter Identity. I feel Space Wolves deserve a game on their own. Don't you agree?


Other games/DLCs would be much better if they didnt focus on the ULTRAMAHREENS all the time. As someone already mentioned a space hulk DLC would be good, preferably playing as blood angels. That being said they will have to finnish the current story line at some point. Im not sure what "theme" would be appropriate for a DLC featuring SWs though.

They could be in an ice-themed world fighting of the Chaos Marine of Tzeench from corrupting the world.


Automatically Appended Next Post:
htj wrote:Hmm, yeah. That could be added as a class for Chaos perhaps. Whilst Marines could get, say, Scouts? Lower health and armour but ability to turn invisible perhaps?
Yes and with Sniper rifles. Also, they could do backflips.

This message was edited 2 times. Last update was at 2011/11/12 11:48:02


14000 points Ultramarines
5000 points Averland Army  
   
Made in gb
Sniping Hexa





SW UK

Good Ideas, they already announced several more maps in the next DLC along with capture the flag. I forgot to mention more daemons would be good (and bloodletters are too weak). As for scouts Its a good idea id like to see implemented but the lascannon already acts as this games sniper weapon.

Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
Made in gb
The Hammer of Witches





Lincoln, UK

Hmm, I wonder how much they're going to ask for those seven maps and CTF. No doubt some offensively high sum.

I don't think the scout would necessarily need new weaponry, just a different play style. It'd alter the game quite radically to put non-standard marine classes in, so it's something that'd have to be approached with care.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in us
Consigned to the Grim Darkness





USA

So essentially unlike anyone who's posted in this thread yet?

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
The Hammer of Witches





Lincoln, UK

Oh no, you're right! Oh wait, no-one on this thread is involved with the game design. Whew, that was close! I think we're safe now, though.

Wish-listing for something that in the wisher's theory is broken doesn't preclude a non-broken implimentation from being possible. Apologies for this drab, humourless response.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in us
Consigned to the Grim Darkness





USA

Please, you said they have to be "handled with care", and I hardly think a thread with people begging for "omg I would like it to be like chainsword except faster and it does more damage!" to be anywhere even CLOSE to "handle with care".

There's wishlisting, and then there's actual valid intelligently thought through ideas that I can actually give a rat's ass about. Many of the ideas posted here are basically the equivalent of a tabletop player saying "my Orks should be BS4 like Marines cause they're a warrior race!" or "my Tau should be good in close combat cause they practice all the time".

This message was edited 3 times. Last update was at 2011/11/12 13:02:32


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
The Hammer of Witches





Lincoln, UK

You wound me with your subtle implication that my ideas are the former. Do you perhaps have some suggestions yourself? Perhaps you could raise the tone a little.

EDIT: Your edit might haved caused my response to be less than clear, but I was refering to the sentence in which you constrasted wishlisting with valid intelligent suggestions.

This message was edited 1 time. Last update was at 2011/11/12 13:04:54


DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in us
Consigned to the Grim Darkness





USA

I wasn't referring to any ideas in particular, aside from my reference to the lightning claws idea in the OP. I don't really think this thread has the right mood or attitude in it for a serious discussion of ideas right now...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
The Hammer of Witches





Lincoln, UK

So exercise your power as a poster and change the mood. You are master of your own destiny, are you not? I'd certainly like to hear your ideas, and I mean that honestly and whole-heartedly.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in us
Consigned to the Grim Darkness





USA

My ideas would swing in an entirely different direction-- namely an Ork vs. Guard version of cooperative multplayer (IE exterminatus), or possibly competitive (IE TDM/CTF/etc).

In the cooperative version, Guard gameplay... you'd play as either a guard officer, commissar, or heavy weapons soldier. In any of these cases, you'd have carapace armor with a refractor field to justify your durability, although it'd be less than the Marines anyway. The commissar focuses on melee fighting and disruption, the heavy weapons soldier focuses on pure ranged damage especially against hordes, while the officer focuses on supporting the others and providing mobile ranged firepower. The focus of the gameplay would be the interaction between the three classes, more than the strength of each individual class-- for example, the officer supports the commissar with abilities and mobile firepower, keeping him alive as he disrupts and ties up orks in melee so the heavy weapons soldier can lay down heavy firepower to diminish the horde's numbers quickly.

Example weapon choices and perks:
Spoiler:
Commissar:
-- Example perks:
---- Inspiring Presence: Heals nearby allies (But not himself) with each slain ork.
---- Frightful Presence: Reduces damage output of nearby Orks with every kill the commissar makes.
---- Masterwork Carapace, increases health and health regeneration.
---- Stunning Blows, increased stun effect.

-- Melee weapon (chainsword, power sword, power fist)
---- Chainsword would do more health damage, but less armor damage. Useful against hordes.
------ Jagged Teeth enhances the weapon's health damage further.
------ Swordsman's Zeal is the same as the Astartes variant.
---- Power sword does more armor damage, but less health damage. Useful against armored foes.
------ Overcharged Field enhances its armor damage further.
------ Swordsman's Zeal is the same as the Astartes variant.
---- Power Fist does both high armor and health damage, but is slower than the others. It's most useful against nobs.
------ Explosive Impact causes light AoE damage around the fist when it lands a direct hit on an enemy, potentially knocking surrounding enemies off balance with each successive hit.
------ Brawling Expertise increases the weapon's attack rate slightly.

--Ranged weapon (laspistol, bolt pistol, plasma pistol)
---- The laspistol is accurate and has tons of ammo and no recoil.
------ Hotshot Laspack increases its armor penetration.
---- The bolt pistol does more damage, but has high recoil, low ammo.
------ Extra Magazines do exactly what you'd expect them to do.
---- The plasma pistol would be similar to the Astartes one, though it'd likely have to be rebalanced a bit.
------ Advanced Heat Venting allows it to vent heat faster.

-- Grenades, with a perk to carry twice as much.
---- Frag grenades, standard issue.
---- Krak grenades, less AoE but they detonate on impact and do better damage.
---- Melta bombs, must be planted, can be detonated like mines. Only one carried at a time (two with the perk).


Officer:
-- Example perks:
---- Always Prepared, extra use of support equipment.
---- Munitorum's Blessings, extra rifle weapon.
---- Masterwork Refractor Field, increase armor and armor regeneration.
---- Tactical deployment, rapid deployment, etc, similar to the tactical marine perks.

-- Melee: Combat sword
---- Can be upgraded to a monomolecular sword which has more damage and armor penetration, though still not as good as the commissar's weapons.

-- Pistol: (laspistol, bolt pistol, plasma pistol, as described before)

-- Rifle: (Lasgun, long-las, boltgun, plasma gun, meltagun, flamer)
---- Lasgun has very rapid fire, with absurdly high ammunition reserves and low to no recoil, but low damage per shot. With its near-nonexistent recoil and scatter and its high rate of fire, it can get a huge number of headshots on the same target quickly, taking them down with ease-- but given its damage, that's that's what you'd need to do to survive while using it.
------ Lasgun Mastery allows the weapon to be used in marksman mode without slowing the officer down, and reduces scatter when firing while moving.
------ Litany of Hate causes headshots to do extra damage on top of the usual extra damage they'd cause.

---- Long-Las is a sniper rifle, can penetrate through enemies to hit multiple targets and has high armor penetration, but still somewhat low in damage unless you get a headshot. Its rate of fire is similar to a plasma cannon, needing to cool its barrel down ocasionally.
------ Heavy Barrel allows for more shots before needing to cool the barrel down.
------ Hot-Shot Laspack enhances the weapon's damage and armor penetration.

---- Boltgun: More powerful with better armor penetration than the lasgun. balanced by its higher recoil and lower ammo count compared to the lasgun.
------ High-Density Penetrators causes the boltgun's shots to do slight knockback, even eventually stunning armored enemies that it doesn't kill quickly enough.
------ Boltgun Expertise reduces recoil, especially in marksman mode.

---- Plasma Gun is much like the one the astartes use. It could very well even have the same perks.

---- Meltagun is much like the one the astartes use. It could very well even have the same perks.

---- Flamer does low damage initially, but sets its enemies on fire, eating away at their armor and, once that's finished, their health for several seconds after it's finished. It has a thin cone, but can be easily swept over a horde to hit them all. It has low ammunition much like the meltagun, and its cone goes through enemies, hitting everyone. It has less direct damage than other weapons, though it has fairly high potential damage per ammo use, allowing for a sort of puff and run tactic.
------ Wide-Area Nozzle, gives a larger spread of flames.
------ High-Pressure Tank, extends the range of the flame's cone, to hit targets further out.

-- Support Abilities (the grenade button; hold the button down to give to an ally within melee range)

---- Medicae Kit, gives a strong health regeneration bonus, which is not stopped by incoming damage.

---- Combat Stims, gives a bonus to movement speed and melee attack speed, as well as damage resistance.

---- Shield Recharger, gives a short-term buff to shield regeneration which is not stopped by incoming damage.


Heavy Weapons Soldier:
-- Example perks:
---- Make setting up faster.
---- Damage resistance while set up.
---- Instant tear-down.
---- Extra ammunition reserves

-- Pistol: (laspistol, bolt pistol, plasma pistol, as described before)

-- Heavy Weapon (Hellgun, Heavy Bolter, Autocannon)

---- Hellgun is the most mobile of these, a high rate of fire, low recoil weapon powered from the backpack on the guy's back. Setting up provides access to the targeter, which causes the reticle to change if you would get a headshot.
------ Gyroscopic Stabilizer, reduces scatter when firing while moving.
------ Archaeotech Targeter, extra damage when set up.

---- Heavy Bolter would be similar to the devastator one, including with a backpack ammo pack.

---- Autocannon would be the odd weapon out in terms of ammo-- it has five shot magazines, and when set up has a rapid rate of fire that can easily empty its magazine into a horde, devastating them. Somewhat of a compromise between the lascannon and plasma cannon in terms of effectiveness, does much more damage against enemies which it directly hits-- especially headshots-- but also has an explosive effect which can knock enemies off balance, especially with multiple hits.
------ High Explosive Ordnance increases its area of effect
------ Extended Magazine doubles the size of each magazine, though total ammo remains the same.

-- Grenade, as in the commissar entry.


In Ork gameplay, you would play as a 'eavy nob, shoota nob, or a stormboy nob-- the 'eavy nob being a slow but durable melee powerhouse, the stormboy being a faster but less durable melee combatant, and the shoota nob being between the two with lots of options for weird technology and brutal firepower. The focus of the Ork gameplay is in brutal close ranged combat, with less of a focus on teamwork. The Ork fights could also have it take place within a larger battle, with occasional challenges where you must defeat another Ork Nob to show your superiority, giving you a number of boyz to swarm the Guard positions (the one who completes the mission gets credit for the boyz' kills).

Competitive multiplayer in this mindset would have the Orks be slugga boyz (assault), shoota boyz (tactical), and mekboyz (heavy) to the Guard's Stormtrooper (tactical), Grenadier (assault), and Heavy Weapons (heavy). Possibly it could also be stormboyz and grav-chute equipped grenadiers as the assaults, if one wanted to keep the jump pack play in. Without the jump pack play, the assault classes would need to have faster sprinting than the other class to get in to melee alive.

This message was edited 4 times. Last update was at 2011/11/12 14:43:01


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
The Hammer of Witches





Lincoln, UK

Now that I'd like to see. To be fair, the extent of the changes it would require to gameplay makes this, effectively, a completely different game - albeit one that I would love to see. I suppose it could be produced as an expansion, adding a whole new game element as it is, it would warrant to be sold as such.

I particularly like the difference in play styles between factions, unlike in Space Marine where it's just a matter of spikes vs. no-spikes. The competitive gameplay would be well served by the, shall we say, troops choices. It seems like a bit of a shift to have completely separate classes for the different game modes, though. After all, the more a game tries to do, the less it does well. I would suggest just carrying across the lower rank classes rather than having the two modes be divided like that.

How about introducing this into current gameplay? Do you think a balance could be struck between Space Marine classses and horde classes? It would be disappointing to see Guardsmen buffed to play like Marines - perhaps forced number difference to the teams would solve this, giving two Guardsmen (or Orks) to each Marine? What do you think?

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in us
Infiltrating Hawwa'





Through the looking glass

Melissia wrote:There's wishlisting, and then there's actual valid intelligently thought through ideas that I can actually give a rat's ass about.


Understand that when OP made this thread, and when others posted, I'm pretty sure they didn't do it for your benefit. If you don't like the ideas, why not just ignore the thread instead of constantly bashing things.

Even still, for claiming things would just require too much work, your suggestion would require a ton of work itself. So the idea of lightning claws then, why now just make a new model, new animations, and give it the same stats as the chainsword/powersword? It's already silly those two have the same stats, but It doesn't really bother me. If anything, I'd like to see more weapons with the same stats as ones already there, if only so when I'm fighting with allies, I get to see a nice varied force of chapters and weaponry.

“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in us
Veteran ORC







For those of people who want terminator armor, let me just show you this:




Bioshock 2's multiplayer had a similar system to Space Marines: You had three loadouts in which you could customize, two weapons, two weapon upgrades, and two Plasmids (powers), and three gene tonics. When a Big Daddy Suit popped up on the map, whoever found it first became a Big Daddy, and became an Unstoppable* juggernaught. It always had one gun, four mines, and a stomp that stunned everyone around him.

You may say that this is inherently imbalanced, but they had one perk that gave you extra damage against Big Daddys. It was ALMOST perfectly balanced; Big Daddies died incredibly fast* if you had a Counter Loadout waiting.


* My brother used the Sniper Rifle, Headhunter (extra headshot damage) and Big Daddy Killer, and he could kill a Daddy in three shots from half across the map, while I chose the Nail Gun (Heavy Bolter), Stealth, and Big Daddy Killer; between the two of us, the Daddy would die in ten seconds flat.


I bring this up because it could work exactly like this in this game; Termy armor appears at random, whoever grabs it first becomes a Termy, and you can get a perk called Armor Penetration for all classes that increases damage done to Terminators.

I've never feared Death or Dying. I've only feared never Trying. 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

I wish in space marine you could drive tanks...

I SO WANT TO DRIVE A LR!!!!

*sad face*

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in gb
Chaplain with Hate to Spare






happygolucky wrote:I wish in space marine you could drive tanks...

I SO WANT TO DRIVE A LR!!!!

*sad face*


An Ultramarine in a LAND RAIDER? Surely not, good sir, you wouldn't be able to take damage from anything then!

To be honest, vehicles really wouldn't fit in with the style of gameplay IMO.
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Darkvoidof40k wrote:
happygolucky wrote:I wish in space marine you could drive tanks...

I SO WANT TO DRIVE A LR!!!!

*sad face*


An Ultramarine in a LAND RAIDER? Surely not, good sir, you wouldn't be able to take damage from anything then!

To be honest, vehicles really wouldn't fit in with the style of gameplay IMO.


But imagine the tank shock ...

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Melissia wrote:My ideas would swing in an entirely different direction-- namely an Ork vs. Guard version of cooperative multplayer (IE exterminatus), or possibly competitive (IE TDM/CTF/etc).

In the cooperative version, Guard gameplay... you'd play as either a guard officer, commissar, or heavy weapons soldier. In any of these cases, you'd have carapace armor with a refractor field to justify your durability, although it'd be less than the Marines anyway. The commissar focuses on melee fighting and disruption, the heavy weapons soldier focuses on pure ranged damage especially against hordes, while the officer focuses on supporting the others and providing mobile ranged firepower. The focus of the gameplay would be the interaction between the three classes, more than the strength of each individual class-- for example, the officer supports the commissar with abilities and mobile firepower, keeping him alive as he disrupts and ties up orks in melee so the heavy weapons soldier can lay down heavy firepower to diminish the horde's numbers quickly.

Example weapon choices and perks:
Spoiler:
Commissar:
-- Example perks:
---- Inspiring Presence: Heals nearby allies (But not himself) with each slain ork.
---- Frightful Presence: Reduces damage output of nearby Orks with every kill the commissar makes.
---- Masterwork Carapace, increases health and health regeneration.
---- Stunning Blows, increased stun effect.

-- Melee weapon (chainsword, power sword, power fist)
---- Chainsword would do more health damage, but less armor damage. Useful against hordes.
------ Jagged Teeth enhances the weapon's health damage further.
------ Swordsman's Zeal is the same as the Astartes variant.
---- Power sword does more armor damage, but less health damage. Useful against armored foes.
------ Overcharged Field enhances its armor damage further.
------ Swordsman's Zeal is the same as the Astartes variant.
---- Power Fist does both high armor and health damage, but is slower than the others. It's most useful against nobs.
------ Explosive Impact causes light AoE damage around the fist when it lands a direct hit on an enemy, potentially knocking surrounding enemies off balance with each successive hit.
------ Brawling Expertise increases the weapon's attack rate slightly.

--Ranged weapon (laspistol, bolt pistol, plasma pistol)
---- The laspistol is accurate and has tons of ammo and no recoil.
------ Hotshot Laspack increases its armor penetration.
---- The bolt pistol does more damage, but has high recoil, low ammo.
------ Extra Magazines do exactly what you'd expect them to do.
---- The plasma pistol would be similar to the Astartes one, though it'd likely have to be rebalanced a bit.
------ Advanced Heat Venting allows it to vent heat faster.

-- Grenades, with a perk to carry twice as much.
---- Frag grenades, standard issue.
---- Krak grenades, less AoE but they detonate on impact and do better damage.
---- Melta bombs, must be planted, can be detonated like mines. Only one carried at a time (two with the perk).


Officer:
-- Example perks:
---- Always Prepared, extra use of support equipment.
---- Munitorum's Blessings, extra rifle weapon.
---- Masterwork Refractor Field, increase armor and armor regeneration.
---- Tactical deployment, rapid deployment, etc, similar to the tactical marine perks.

-- Melee: Combat sword
---- Can be upgraded to a monomolecular sword which has more damage and armor penetration, though still not as good as the commissar's weapons.

-- Pistol: (laspistol, bolt pistol, plasma pistol, as described before)

-- Rifle: (Lasgun, long-las, boltgun, plasma gun, meltagun, flamer)
---- Lasgun has very rapid fire, with absurdly high ammunition reserves and low to no recoil, but low damage per shot. With its near-nonexistent recoil and scatter and its high rate of fire, it can get a huge number of headshots on the same target quickly, taking them down with ease-- but given its damage, that's that's what you'd need to do to survive while using it.
------ Lasgun Mastery allows the weapon to be used in marksman mode without slowing the officer down, and reduces scatter when firing while moving.
------ Litany of Hate causes headshots to do extra damage on top of the usual extra damage they'd cause.

---- Long-Las is a sniper rifle, can penetrate through enemies to hit multiple targets and has high armor penetration, but still somewhat low in damage unless you get a headshot. Its rate of fire is similar to a plasma cannon, needing to cool its barrel down ocasionally.
------ Heavy Barrel allows for more shots before needing to cool the barrel down.
------ Hot-Shot Laspack enhances the weapon's damage and armor penetration.

---- Boltgun: More powerful with better armor penetration than the lasgun. balanced by its higher recoil and lower ammo count compared to the lasgun.
------ High-Density Penetrators causes the boltgun's shots to do slight knockback, even eventually stunning armored enemies that it doesn't kill quickly enough.
------ Boltgun Expertise reduces recoil, especially in marksman mode.

---- Plasma Gun is much like the one the astartes use. It could very well even have the same perks.

---- Meltagun is much like the one the astartes use. It could very well even have the same perks.

---- Flamer does low damage initially, but sets its enemies on fire, eating away at their armor and, once that's finished, their health for several seconds after it's finished. It has a thin cone, but can be easily swept over a horde to hit them all. It has low ammunition much like the meltagun, and its cone goes through enemies, hitting everyone. It has less direct damage than other weapons, though it has fairly high potential damage per ammo use, allowing for a sort of puff and run tactic.
------ Wide-Area Nozzle, gives a larger spread of flames.
------ High-Pressure Tank, extends the range of the flame's cone, to hit targets further out.

-- Support Abilities (the grenade button; hold the button down to give to an ally within melee range)

---- Medicae Kit, gives a strong health regeneration bonus, which is not stopped by incoming damage.

---- Combat Stims, gives a bonus to movement speed and melee attack speed, as well as damage resistance.

---- Shield Recharger, gives a short-term buff to shield regeneration which is not stopped by incoming damage.


Heavy Weapons Soldier:
-- Example perks:
---- Make setting up faster.
---- Damage resistance while set up.
---- Instant tear-down.
---- Extra ammunition reserves

-- Pistol: (laspistol, bolt pistol, plasma pistol, as described before)

-- Heavy Weapon (Hellgun, Heavy Bolter, Autocannon)

---- Hellgun is the most mobile of these, a high rate of fire, low recoil weapon powered from the backpack on the guy's back. Setting up provides access to the targeter, which causes the reticle to change if you would get a headshot.
------ Gyroscopic Stabilizer, reduces scatter when firing while moving.
------ Archaeotech Targeter, extra damage when set up.

---- Heavy Bolter would be similar to the devastator one, including with a backpack ammo pack.

---- Autocannon would be the odd weapon out in terms of ammo-- it has five shot magazines, and when set up has a rapid rate of fire that can easily empty its magazine into a horde, devastating them. Somewhat of a compromise between the lascannon and plasma cannon in terms of effectiveness, does much more damage against enemies which it directly hits-- especially headshots-- but also has an explosive effect which can knock enemies off balance, especially with multiple hits.
------ High Explosive Ordnance increases its area of effect
------ Extended Magazine doubles the size of each magazine, though total ammo remains the same.

-- Grenade, as in the commissar entry.


In Ork gameplay, you would play as a 'eavy nob, shoota nob, or a stormboy nob-- the 'eavy nob being a slow but durable melee powerhouse, the stormboy being a faster but less durable melee combatant, and the shoota nob being between the two with lots of options for weird technology and brutal firepower. The focus of the Ork gameplay is in brutal close ranged combat, with less of a focus on teamwork. The Ork fights could also have it take place within a larger battle, with occasional challenges where you must defeat another Ork Nob to show your superiority, giving you a number of boyz to swarm the Guard positions (the one who completes the mission gets credit for the boyz' kills).

Competitive multiplayer in this mindset would have the Orks be slugga boyz (assault), shoota boyz (tactical), and mekboyz (heavy) to the Guard's Stormtrooper (tactical), Grenadier (assault), and Heavy Weapons (heavy). Possibly it could also be stormboyz and grav-chute equipped grenadiers as the assaults, if one wanted to keep the jump pack play in. Without the jump pack play, the assault classes would need to have faster sprinting than the other class to get in to melee alive.




My biggest problem with this one, is the heavy weapon solider. Theres no WAY he could carry around a heavy bolter/autocannon. Period. Guardsmen need 2 guys to run a heavy weapon like that. It just wouldnt work in this style game, unless there was heavy weapon stations all over the maps, and that would just be weird as hell
   
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Necroshea wrote:
Melissia wrote:There's wishlisting, and then there's actual valid intelligently thought through ideas that I can actually give a rat's ass about.
Even still, for claiming things would just require too much work
I never claimed that, stop making gak up.

No, I said it was poorly thought through, as the quoted portion of my post indicated.


Automatically Appended Next Post:
KingCracker wrote:My biggest problem with this one, is the heavy weapon solider. Theres no WAY he could carry around a heavy bolter/autocannon. Period. Guardsmen need 2 guys to run a heavy weapon like that. It just wouldnt work in this style game, unless there was heavy weapon stations all over the maps, and that would just be weird as hell
Why not? It's done in the lore by several guardsmen and it's certainly a possibility in Dark Heresy. And then there's autostabilizers. True, the current rules in tabletop indicate a team of two, but that doesn't mean that any other option is wrong, especially with the insane amount of different patterns of everything that's in 40k.


Automatically Appended Next Post:
htj wrote:How about introducing this into current gameplay? Do you think a balance could be struck between Space Marine classses and horde classes? It would be disappointing to see Guardsmen buffed to play like Marines - perhaps forced number difference to the teams would solve this, giving two Guardsmen (or Orks) to each Marine? What do you think?
That problem is the reason why I had it as separate, and a marine (of either faction) would essentially end up being a difficult boss for the guardsmen to take down.

As for "separating" them, it was really two separate ideas. You pick one focus (cooperative or competitive) and then afterwards you work on the other one using the basics you created when developing the former. My intended focus was cooperative.

This message was edited 9 times. Last update was at 2011/11/13 20:41:50


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
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The guardsman Idea is good but it wouldn't be "Space Marine" anymore. A dedicated DLC might make it work though.

Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
 
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