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1. Persistency
Iam very happy with the idea that there is an end to a campaign and there is a winner to it.
A question that comes up imo is, how death/injury is handled.
I dont think that a "quake arena like" respawning is helpful for a game like this.
On the other hand the fun factor could be killed if youd have to wait too long to get back in action.
A solution for this could be imo that equipment and/or special equipment (e.g. relics) are destroyable.
So for instance: A SM player could somehow have obtained a relic powerfist. Its very OP and he kills tons of orks. Somehow he is overhelmed by them. Imo it would be great if he would drop this powerfist when he gets injured or is dead.
This would death/injury actually make meaningful, but not too harsh.
I dont mean the normal unlockable equip should drop, although it might be a good idea to let it get damaged so that a player has to pay some credits to get it back in shape after death/injury. But special optained relic gear should drop imo. It would be even more rewarding if the orks could just pick up that fist and transform it so its useable for themselves, but i dunno if this can be done technically for the game. .
Anyway this could be a fantastic option to introduce heroic moments into the game where one OP character can do alot of damage but on the other hand he also has a great risk to loose this very powerful item and the other side could profit by gaining it for itself. Risk/Reward is what spices a game like this up alot imo.
This leads me to another point:
2. PVE
Dont leave the pve part out of this game. PVE is very important esp. in PVP games. The idea with the Tyranids is fantastic.
PVE is so important because it opens up options for meaningful actions/quests for small groups or even solo players to help his side.
And it could be a good way to introduce special/relic equipment into the game that could be handeld like i said befor(dropable). E.g. a tryanid infested old Stronghold could contain relic equipment.
Dont let this part of the game left behind guys! Esp. since its opening up cool pvp situations too, since if some are allready enganged with the tyrandis other races could get behind them etc. Alot of potential for epic drama.
PS: Thx for the great communication with the community so far. Hope this game will be what all Warhammer 40k Fans are waiting for. The Franchise deservs it.
Comments
yes i like the idea. Relic can be a deep feature, give the whole faction a bonus, and creating a objective to retake.
i also like base and stategical pace, to be different and to give real support for the armies. (why not a reliquarium? who give relic?)
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but then there is a must for a noob protection, cause they will die often untill they get better and we need them to keep this game alive
hmhm well for orks it would be perfect and for chaos maybe too
but for SM and the eldar it would be kinda lorebreaking (but fun is more important)
they want to make "dungeons" where you can only fight pve enemys (with a group for sure
so dont worry about this :P
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1. I dont think there would be a need for noob protection, since EC will be a mass pvp game mainly. The noobishness doesnt matter as much as in small scale pvp. Furthermore i dont meant that Armor and weapon repairs should be expensive. They just should be a small setback when yoiu die/get injured. I think thats essential to make it meaningful.
2. For SM and Eldar Relics from other parties could be destroyable. E.g. they destroy a occult Chaos item. That could aid them. So many possibilities.
3. I know that they are working on a PVE Part, i just wanted to stress that its essential to make this part cool too, even when its mainly a pvp game.
i don't think the game should have destroyable weapons or Armour it does not make a lot of since lore wise as a space marine will have his equipment repaired by chapter serfs or the techmarine for free same for eldar and chaos(orks would have to pay with teef)they have someone to fix things when they break. i don't like losing the stuff i find or gain. a penalty for dieing with a relic could be just not being able to use it for a time.
as for a penalty for dieing i don't think it would work to well as in a mass pvp game you will die many times in a row not just one or two times per battle. as well as a penalty for dieing in glories battle is at odds with the warhammer 40k setting in witch millions die every day in a warzone with just two races in it. sueasides should net you a longer spawn time though.
and for wounds if you fall on a battlefield and get revived you keep some of the wounds that killed you for some time(a short time so that if you get to cover for a bit and rest up you will get your health back unless your teammate stays to patch you up some more)a good way to do it would be like the warhammer rpgs when you are out of health all hits role on critical chart depending on how bad you are hit you could get a limp when you are revived or you could lose your leg and die instantly(say you got hit by a lascanon)
that's kind of what they are going for with pve so that part of the game should be fun.
The mind of the Farseer is utterly inhuman in its depth and complexity. Without mercy or moral feeling, his consciousness stands upon the edge of spiritual destruction. That he does not fall must be a result of constraints and balances that only an Eldar could understand. To a mere Human it is yet another reminder that we are but children in comparison to that ancient and powerful race.
One unbreakable shield against the coming darkness, One last blade forged in defiance of fate, Let them be my legacy to the galaxy I conquered, And my final gift to the species I failed