Battleground Europe's player high command had quite a bit of responsibility. Managing R&D, deciding what the next new tank or aircraft would be fielded for their faction, rotating various brigades in and out of the front line, assigning attack, defend objectives, ensuring brigades didnt get left on the line too long resulting in them being overrun. Then there was managing the various squads within their faction, and knowing which squads specialized in what(Close air support, fighter escort, strategic bombing, airborne assault, tanks, infantry, naval). As well as all the political BS, interacting with all the various Officers and NCOs from those squads. With that much responsibility, the high command alone could make or break a campaign. What does this have to do with Eternal Crusade? I'm just trying to point out there's more than just a title and a few "go here" objectives when it comes to player leadership. While the whole idea of having a gladiator arena session resulting in Ork faction high command might sound cool in theory... in practice it could be a complete disaster for the Orks and their player base in Eternal Crusade. Again, i refer to my "12 year old button masher" example. If my 12 year nephew decides to play EC, and ends up becoming supreme commander of Ork forces via mortal combat in the Arena, I'll stop playing the Ork faction, and I'm assuming I wouldnt be the only one jumping ship. At the very least, those who enter the arena should be voted on by the players. Most likely guild leaders or guild officers who have a proven track record of effectively leading their flock. By exclude potential faction leaders simply because they're not the best equipped, or best button masher in their faction, well, i'd say you're risking losing some great leaders.
I'm seeing the "12 year old button masher" being considered a lame gameplay style, but I want to refer you to an old game called Warhammer 40k: Space Marine. Iffen you play this game still, or want to go back to verify my point, you will see that "button mashing" will not save you from 70% of all fights you encounter, and I use this game as an example simply because its the closest in comparison to EC gameplay seen thus far. With that in mind, I'm feeling extremely confident that "button mashing" will not lead the Orks to their demise. Couple with this with the idea that War Councils will have at least 5 members, it would be easy to simply have 3 members be voted in and 3 members fight there way in, and each War Council member's vote will be weighted equally.
someone said bikes.. can we get a racing track in the arena when nobody fights? to test and compare our customized bikes and compete with them? maybe not trackmania style but early mario kart with rockets, mines and turbo booster tanks instead of shells, bananas and mushrooms. well maybe keep the mushrooms. would be a fun mini game, since the game itself will (should) contain some amount of driving physics. just make em go faster. i see orks doing "death race" for fun
Haha we shouldn't distract the soldiers to much from the main war I think underworld is enough distraction already for da fightin pit: only strike force commanders are aloud to join only the 40 with the most votes can join the fight the more votes the stronger the ork (in percentage) the last ork standing and the 4 with the most DMG dealt to other orks will be the ork war council which serve a imaginary smart warlord (the war council acts as his brain, similar to a chapter master roleplay) after each campaign the fighting will chose new council members and the old council members are not allowed to join
One thing is thou ... If ork leadership is decided by the arena, it will drive away alot of the more organizational minded people.
I think it should be the council should be voted in then they go in the arena to fight for title of warboss so the best players get in the council and we get a like a 5 way pit fight to see is top boss also the warboss would vote last so they can be tie breaker when need be Keeping it organized while keeping it orky
I really like this idea. And if the warboss is a real git, then the orks will do what orks do best, become the next in line. Grots actin' like rebellious grots? Box em on da ears. Odda boyz bein' grots? Krump em, dat'll learn em. Da Nob in your band 'oo finkz 'is burna is hot stuff kickin' you around? Mess with 'is burna brew, mekboy it into a nice little stormboy jetpack for da next scrap, betta if it 'splodes for an extra good larf. Boss finkin' like an unorky git and wants to run away? Krump em EXTRA GUD so dat no git fink's 'e can get your new spot!