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Re: Zombies! WH40K! and more.[message #305126] Wed, 23 May 2012 23:35 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Not a real update (I'm currently stuck with creating meltas and flamers and have some problems with them, no new updates till I have a satisfactory solution). However, I'd like to post some ideas I still want to implement (I am sure I can do most of them, I just do not have the time). Perhaps someone else can also post their ideas, or someone else might want to code some of this?


New traits:
  • Commissar - increases morale and suppression resistance, massive morale loss if retreating. Allies (militia) don't get hostile if he shoots them, instead morale of everybody is raised to a very high amount (so you can court martial a fleeing guardsman (militia) ) -> should be rather easy to do.
  • Adepta Sororitas Seraphim - I originally planned the Expert Trait of the battle sisters to be a decision between Retributor (already exists) and Seraphim. However, I'd first have to implement Jump Packs
  • Techpriest: kinda like the technician, with the possibility to repair certain stuff like power armor.

New menu for psyker trait selection: Ideally a better menu overview, however this would mean a redesign of the current dialogue system. I'd also need that for other neat stuff like remote controlled sentries (I basically need dialogues where you can choose from different options, boxes, an even a scrollable bar like in the IMP creation screen.

New items:
  • Jump Pack: An attachment for power armors that allows the user to travel short ranges in flight, while consuming a lot of the suits energy. Would obviously open huge tactical possibilities for your assault mercs. However, this needs animations, so I am unsure if it can ever be made...
  • Rosarius: an item that works like a portable shield, but uses a lot of energy (and propably can only be found via a quest once....) -> Should be easy
  • Displacer: an inventory item that teleports the user to a random location on the battlefield if you get shot. -> Already works, just not released yet Smile
  • Flamer and Melta a currently made and I am stuck here, i dont like the way the animations look
  • various Bolters and a plasma pistol
  • Lasguns: These guns should have the ability to not do a lot of bleeding damage (cauterizing wounds, mentioned in almost every wH40K novel). It would be cool if the same universal magazine would grant a different number of shots depending on the gun (see Gaunt's Ghosts), but I am still unsure how to do that. Still need good animations.
  • Shuriken catapult: Though I normally don't like Eldar, I like this idea. Basically a gun whose shots have a very very high chance of piercing the target or structures.
  • Krag grenades: kinda useless unless armor plays a much bigger role...

A lot of psyker skills still need better looking animations. Implementation also has to bed done for a few, like:
  • Plague zombie: Nurgle sorcerors (= psykers that follow Nurgle) can summon zombies from corpses, these zombies would then be members of the militia team and thus friendly to the player. Would require quite a few AI changes, so I might settle for summoning normal zombies
  • Warp Spawn: summon a demon ( retextured bloodcat? Bug?) from the warp (Tzeenztch sorceror only)
  • Veil of shadows: Basically an inverted flare that darkens an area, thereby hiding your team. I've tried to implement attachable flashlights recently, and found out that messing with the light system is not easy Sad
  • Horror: an area spell that sets morale for all those in that area to a very low level. Unsure how to animate that ( perhaps something like bright red smoke? )
  • Throw: throw down everybody in an area

I also have an idea for a campaign. Will propably never be made because of the insane amount of work required, but here is the idea nevertheless:
  • The game is settled on an small imperial world that very recently got attacked by the Archenemy. Fighting is still going on, with the Imperial Guard taking a beating.
  • The Archenemy has taken over the capital city. This would be on the midwest of the map. It is lying on a plateau. The idea is that travelling from a sector below the plateau to a sector on the plateau takes very long time (15 hours or more). The sectors on the plateau would then be inhabited by strong enemy platoons that would also get reinforcments from behind. This would make a direct attack almost impossible (as your mercs will have very low stamina face a lot of opposition). There woul also be a SAM site on the plateau, so an aerial assault ould be suicide. The only easy access, via road lies in the south... deep in chaos territory.
  • Your overall goal would be to kill the enemy commander, who is based in that city. But your goal (and motivations) might change during your campaign...
  • The imperial guard recently dropped a few units in the plains in the northwest. They were ambushed by massive traitor forces and almost completely obliterated. It is your first and immediate goal to collect the survivors and fight your way out to get to loyalist territory. - So at the beginning your team would be placed here and consists of your IMPs and a few other mercs, and you'd have to fight your way out.
  • Mercs obvioulsy need a lot of work. Also still unclear how to get them (only RPCs wouldn't be a lot of them, bu hiring via something like AIM also doesn't fit... the whole 'fight for money' concept doesn't really fit if you face chaos)
  • In the north east, perhaps on a small half-island, is the only city yet occupied by loyalist forces. It is here that you can recruit other Guardsmen, and possibly sell gear or visit a hospital. Also the Valkyre (= Skyrider) would be based here.
  • There would be a few cities there, basically in a circle around the capital city, but below he plateau. You'd have to liberate these cities. The more a city is in the south, the more fortified by the enemy it is (perhaps even might have corrupted citizens that attack you...)
  • The Archenemy would of course send out patrols, but the IG would also do that. So you would also have friendly patrols. These would engage each other. So you'd have something else besides you warring. You'd obviously benefit from helping these patrols. Perhaps your commissars (if you have some) might even take control these patrols? Idea for new commissar ability...
  • a few side-quests would of course be there. For example, there is a small, lonely coven of the battle sisters somewhere. Most of them have been slaughtered, but if you help them (and if your mercs aren't corrupted) the remaining sister(s) might join you, bringing in their their powerful power armor (only way to aquire battle sisters, as it wouldn't be an IMP skill). If they are in your team and your getting corrupted, at some point they'll demand you either kill your corrupted mercs, or they'll go hostile.
  • recruitable merc: a techpriest. His values would be very bad, but in a later quest you'd have the possibility to augment him, making him much more useful.
  • If your mercs are really corrupted, some member of the enemy forces might offer you a new option: join a different chaos force and kill both the Chaos commander and the imperial forces to install yourself as the new ruler of the planet.
  • Perhaps some quests might be given to you by a mysterious faction - it won't be clear if this is in fact the inquisition, or someone else, like a Tzeentch cult...
  • No space marines. Except for, perhaps, the enemy elite commanders or just the warlord himself.
  • Extremely unlikely idea: in a second campaign, you could use those members of your old team that made it (I love it when you can carry on your characters from one game to another).

Mhm. Perhaps you might have some new ideas about this. Feel free to psot them, or any critique/feedback.

[Updated on: Wed, 23 May 2012 23:55] by Moderator

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