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I wrote a concept once for a bizarre mashup of the concepts inherent in Mass Effect and the old Rainbow SIx to make a CRPG centered around the idea of ultimate player freedom; instead of running around with the voice in your ear telling you what to do, you as the Inquisitor/Corsair Prince/Ethereal/Chaos Lord/whatever get provided with all the intelligence you've got about the battlefield and you make your own plan to accomplish your objectives, making use of whatever resources (troops, vehicles, NPC party members, aerial bombardment, allies, whatever stuff you personally have on hand, et cetera) you have.
It would be a horrible, horrible nightmare to implement and balance, but if I got it working like I hoped it would it'd create an interesting blend of RTS and 3PS gameplay, where you can play it at either the extremes of running in and shooting everything or hang back and direct your soldiers, or anywhere in between.
It also lent itself well to multiplayer; you'd assign individuals or teams some number of 'points' to spend on AI soldiers or your own personal skills and gear (presumably implementing a save configuration feature so you don't have to do too much work at the start of every random pick-up game), then pick a scenario and go explode things.
I also had a pretty complex nonlinear plot written up, set up so that plot decisions affected the gameplay as much as possible, but that would be too long to describe here.
The biggest problem with this concept is how much it limits itself to the PC as a platform, since trying to plan out missions would be a nightmare on a console.
Tannhauser42 wrote: I used to say I would love a 1:1 video game conversion of tabletop, but that may ultimately be not as enjoyable as I would think.
Now, I would love it if they would make Battlefield: 40,000. Especially if they could make huge servers of 100 people (or more) on each side for huge, or, dare I say it, Apocalyptic battles.
If you could combine warhammer 40k with Planetside 2 you could get that. Also once i heard there was a mod for a battlefield game that died while it was being made that was 40k. Had Sentinals and the whole bit.
planetside 2 has alot more people. combine that with 40k stuffs and alot of good things happen.
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units. "SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.
Battlefield 3 meets warhammer 40k - dont know how - but the idea of driving lets say a leman russ into combat or a rhino rush onto the front lines sounds appealing
Chaoticredneck wrote: Battlefield 3 meets warhammer 40k - dont know how - but the idea of driving lets say a leman russ into combat or a rhino rush onto the front lines sounds appealing
and dont forget the aircraft that is available
For the types of weapons and vehicles available, I think that a system more similar to the traditional Halo games would be ideal, perhaps through the perspective of an Imperial Guard trooper.
Dark Millenium Online, but in its MMO form and with every race as a playable, independent faction...with guilds that function as chapters, able to earn prestige that could be spent on wargear and vehicles that would be permanent upgrades for characters until they lost them in combat (ie, died and had their geneseed taken, etc)
My dream is expansive, as they tend to be, so each part is broken down to make things more understandable. This also is not a comprehensive list, there’s even more in the back of my mind for the future.
1. Build 40k from the ground up.
Spoiler:
I love the idea that EvE online had, of how soldiers could affect the great war happening in space. 40k is very similar, and to get that “visceral total war” that I think a lot of people would agree to support on any level (be it FPS/TPS, RTS, RPG, ect.) that first off, to even explain how massive the 40k universe is, we have to build it from the ground up. First, before even describing what kind of game this may be, I fully support the notion of entire worlds being built by players (although major worlds such as Krieg, Macarag, Cadia, ect. Would be under the sole development of the devs.) I imagine it to be a supersized world editor that has an impact on virtually everything you have access to. From the very first outfit, to the possible planet or system you control. On items, they are simply different patterns that can be used, such as attaching a Mars pattern powercell to a Vostroyan lasgun – or crafting your own pattern from a general blueprint of what a Lasgun or Autogun may be. Some weapons would be far more customizable than others, like autoguns compared to boltguns – but no matter what the initial design the stats of the weapon do not change unless you acquire the natural upgrades – as will all customization. When I mean customize everything, I truly mean everything. From what your armor looks like, to tanks, to spacecraft, to cities, to the manufactorums they are designed in, to even the earth you terraform, corrupt, loot, or despoil – everything is uniquely yours. These freedoms are earned by merit and rank just like weapons, titles, and perks in BF3 and CoD but will be described more in depth in section 2.
2. What type of game.
Spoiler:
Meta (the big picture):
Truly unique, the acronym is too long to be effective in describing the grandeur of this masterpiece, for in reality, I’m striving to dream the best possible video game with the best possible setting of all time –and even possibly the best technology we may have in the future (I hope within 10 years).
But really, it’s fairly simple.
We begin by thinking of the setting of the 40k universe in a video game. I imagine it as a cross between the persistent world of Planetfall with the addition of NPC’s fighting alongside players, and the persistent galaxy of EvE online mixed with RTS components that show up at every tier of the game. This we will call the Meta. Keep this in mind.
Just like how players build 40k from the ground up, so too do their characters in a streamlined RPG style. I say streamlined only for the xp mechanics. The game would begin as a sort of RPG where you design your class. Notice this isn’t necessarily your character, but it determines your BF3 type of loadout on the first portion of the game I dub the mirco level where a player’s influence spreads to only to what he can directly see from his character. For example, you want to be a Black Templar SM that favors assault, so you would begin the game as a neophyte with a bolt pistol, combat knife, and the perk “furious charge” to take into your first combat. As you progress in levels, you unlock both gear, and access to other classes you can switch to during lull’s in combat, ie when you die, to address different battlefield situations. In addition, you also unlock the ability to customize more and more of your gear, earn the right to command, gain access to individuals who can drive tanks and pilot aircraft, the authority to captain spacecraft, and even the prestige to claim lordship over an entire world / system – all of which is completely customizable- and for very good reason you will see soon.
As you may have guessed, this game is slightly influenced by EvE online’s venture to RUST. You’re character may either begin in the Army, or the Navy of your faction, of which there are 12 in total, SM, SoB, IG, Mechanicus, CSM, Renegade IG, E, DE, Ork, T, Tau, N. the 12 are divided into 3 factions the IoM, Chaos, and Xenos – IoM is the most cohesive faction, Chaos is less so, and the Xenos faction is by far the most fragmented. This cohesion is a big part in game mechanics as it determines how quickly players advance in rank and gain access to positions of power. From these positions of power, the game begins to change. In an archaic and often cutthroat environment, such as the Xenos faction, advancement is extremely quick compared to the slower advancement of the IoM where in the IG’s case, there are literally billions who must die before you are recognized, and the ever watchful eye of the Inquisition prevents large scale rebellion. Before we cry out that this is a broken system favoring the unity of the IoM over what can be done by simply letting the xenos have vast quantities of NPC’s on the battlefield (which would be the case with the tyrannids anyway) let me explain the key element to the game’s design. With this power, comes the ability to gain vast quantities of resources from the galaxy mostly in the form of NPC’s that can do tasks that a player does not wish to waste time doing, or cannot do effectively by himself. This is done by either earning it honorably by doing duties assigned by your faction, or by stealing it from other players and NPC’s when you slay them – in the same way EvE does. When you die, you lose whatever resources you had on you – but not your rank, titles, or power. This would not affect footsloggers because they either: 1. Have little authority, or 2. Do not carry the resources of an entire planet directly with them. However, those that are the best, most, ruthless, or most tenured at the game will in essence become the End game bosses to defeat in front of their formidable vaults storing the wealth of their star nation - (though many NPC’s would surely exist in the galaxy as well – with their entire worlds pitted against you making any attempt to fight alone against their customizable defenses a futile one. Yet, combat therefore cannot be solely on a FPS or TPS level. It must expand ever outward as players expand in power to prevent low level players from performing heists in the middle of the night when a high level player cannot hope to defend his palace. His armies tirelessly defend it in his stead – his naval forces incinerating probing interlopers as soon as they exit the warp. With these defenses, only a concentrated effort of multiple players could ever hope to make planetfall and begin a campaign with the lord, though even a vastly powerful player may return to the battlefield at any time he so chooses – with any lavish gear he can afford to bring – and may find it vastly entertaining (and perhaps beneficial) to relinquish his forces to an NPC second in command (the same that automatically controls his defenses should he sleep) while he smites his foes with prejudice for daring to step foot upon his home. These points of promotion that allow a player to ascend to officer status, changes the game from the micro level to the macro level. On the macro level, the game changes from a persistent open world RPGFPS/ TPS shooter like Planetside, to DoW2. You are given command of more troops than you may normally have had access to, and as you gain more ground on the planet or space, you are promoted yet again to command entire armies or fleets – which turns the game closer to the original DOW. Eventually, players who are exceptionally good at RTS’s may even try their hand at an epic scale of DOW where battlegroups are deployed and the true scale of war becomes apparent.
3. Crusades, Cults, Pacts, Guilds, and Houses.
Spoiler:
Like any game that resembles an RPG, community is an integral part of the experience. In this case, it would be essential for survival to enter into a well organized alliance of players of a certain faction because they could respond to an invasion (NPC or Player) rapidly and effectively. To make this game true to form, the NPC’s need to be made merciless and intelligent, by actually seeking out players that have vast wealth so that other lesser players may slowly build their power without the constant threat of some single player controlled empire barring down upon them. That’s not to say that a massive Orkish NPC Waagh would spare a smaller player on its path to loot the goodies of his opulent neighbor, but the forces directed their by the NPC would be far less than at the more capable commander.
4. Total War.
Spoiler:
Everything has a purpose. But I am tired, and for some yet unseen purpose, I am forced postpone this section until I have more energy to write it. The jist would be that every level of the game would have some sort of impact to the greater war. So players who do well on a FPS / TPS level would actually directly benefit the next tier of players commanding squads of NPC’s – likely because they are on the same map as the squads of NPC’s spawning in the micro arena’s.
Got tired - will clarify anyone's questions along with posting simpler description later. (again, somewhat brainstorming- thoughts get chaotic.)
This message was edited 3 times. Last update was at 2012/09/30 04:47:47
fishy bob wrote: A Grand Theft Auto/Red Dead Redemption-like Necromunda game.
That would be a dream come true especially with Dark Heresy esque character creation and choosing how you are viewed in the world. But an open world survival game would be truly epic!
Betwixt and Between's Bros 4-1-3 (1750pts)
Strike Force Icarus 24-2-15 (2000pts)
Prince Hiccup and his Merry Band of Caledor: 27-4-5 (4000pts)
Necromunda is screaming for an X-COM-style turn based strategy game. How close is the Bloodbowl PC game to tabletop? I think turning the Specialist Games into 1:1 PC game conversions would be a workable idea.
DoW3 is due eventually, but the turn-based stuff worked best, I think.
The PSP Squad Command (?) was good, as was the old Chaos Gate and its ilk.
They were limited in what they could do, so a full codex game would be great.
Eldar vs Orks, maybe, with add-ons for other armies and a new story.
This message was edited 1 time. Last update was at 2012/10/01 14:24:00
A Heroes 3 ripoff would be brilliant too. Instead of a "Hero" you have like a Captain/Commissar/Lord/Archon/whatever and you can buy this and that many of this and that unit in your stronghold every week.
You roam the land/planet/galaxy, killing other players "Heroes", seizing strongholds, finding artifacts, capturing gold mines and that.
With the exact same graphics as Heroes 3 as well. I'd buy.
Shotgun wrote: I don't think I will ever understand the mentality of people that feel the need to record and post their butthurt on the interwebs.
Battlefield style fps, it's a mind blowing idea really and resources are not wasted on script or dialogue like in an rpg , this is only war universe anyway.
Total War + Homeworld just like Empire TW has land and sea battles. Ofc no resource managment or buying troops during battle - you fight with what you produced before the battle, so the system would have to put emphasis on movement, tactics directional combat and so on. Anoher dream coming true.
If not, Space Marine 2 would be ok but more open world, some landraiders and really big battles, issuing commands to your tactical squad and supporting Predators or Dreadnoughts, also calling for orbital bombardments etc. Being thrown into a Termie armour, then dying and being thrown into a Dreadnought would be kind of incredible for a script as well.
From the initial Age of Sigmar news thread, when its "feature" list was first confirmed:
Kid_Kyoto wrote:
It's like a train wreck. But one made from two circus trains colliding.
A collosal, terrible, flaming, hysterical train wreck with burning clowns running around spraying it with seltzer bottles while ring masters cry out how everything is fine and we should all come in while the dancing elephants lurch around leaving trails of blood behind them.
Hanith wrote: I know this isn't 40k but I've always wanted a Homeworld type video game of BFG with Ground Control's unit management and lack of resourcing.
This is a great idea totely would love to play that.
An MMORPG, probably called "Waaagh!". Every player is an Ork. You choose a class (Shoota, slugga etc), work your way to the top. The storyline is progressive like The Matrix Online was (ish), and PvP is always active. A Dead Rising style of inventory, so you can pick up parts and craft weaponry like in most MMOs, but keeping those environmental factors. A currency system of Ork teeth, obviously, the more damage you take without dying the more money you loot after a fight because you can collect up your own teeth. There's class progression with the tech-tree idea a lot of games have. Classes might be Runtherd (A bit like a Guild Wars Necromancer minion master?), Painboy (healer), Mekboy (GW2 Engineer?), Slugga (tank), Shoota (ranged attacks), etc etc. Include vehicles or at least vehicle sections, drag races might be good. In fluff terms, levels would be Waaagh field intensity, I guess, who's bigga.
In a similar vein as the GW2 backstory feature, you do the same to pick your Clan etc, then have Guilds/Alliances/Whatevers that players form, but rather than the guild leader being fixed, the leader can be challenged by anyone. Perhaps some quests would be along the lines of "Dis Ork is gettin' too big for 'is bootz", and the game engine specifies a level for the quest. It then randomly selects a player of that level, and tells you to go kill them and gives you their last reported whereabouts (That type of quest would need to be really infrequent for fairness, but to me at least it sounds fun). In Guild Wars, I think it was introduced in Nightfall, you could add inscriptions and things like that to weapons, your basic upgrade item feature. Have that, but with random bits of junk you find around the world.
I kinda got caught up in the idea, but yeah. That. Make that, GW, pretty please.
Oh, and did anyone ever play Overlord: Raising Hell? You know how you can kick the jester? Have a button specifically for doing that to Gretchins and Snotlings.
PS: I'm not being paid by ArenaNet to mention guild wars xD It's just good for examples.
This message was edited 1 time. Last update was at 2012/10/01 16:22:58
Setekh the Eternal, Phaeron of the Kopakh Dynasty, Regent of Nephthys 7660pts
ZebioLizard2 wrote: A 40k game that actually uses original enemies that is from the fluff and not from the tabletop alone.
imo this is actually a fairly bad idea. People want to fight Orks, Chaos Space Marines, and so on. Not Hrud and Slaugath. Only the die hard fanatics would go for that, and it wouldn't work out.
As for me, I'd like a better real time strategy game that allows massive Total War-sized armies over large areas. This is how battles in 40k are meant to be waged, not little squad-based stuff like in DOW2 (and yes, I realize squad-sized stuff does happen in fluff all the time but the grand campaigns are far more popular/prevelant in fluff).
ZebioLizard2 wrote: A 40k game that actually uses original enemies that is from the fluff and not from the tabletop alone.
As for me, I'd like a better real time strategy game that allows massive Total War-sized armies over large areas. This is how battles in 40k are meant to be waged, not little squad-based stuff like in DOW2 (and yes, I realize squad-sized stuff does happen in fluff all the time but the grand campaigns are far more popular/prevelant in fluff).
From the initial Age of Sigmar news thread, when its "feature" list was first confirmed:
Kid_Kyoto wrote:
It's like a train wreck. But one made from two circus trains colliding.
A collosal, terrible, flaming, hysterical train wreck with burning clowns running around spraying it with seltzer bottles while ring masters cry out how everything is fine and we should all come in while the dancing elephants lurch around leaving trails of blood behind them.