I have created similar thread that goes by similar name for those who will play Chaos Marines. Take a look at what it has to offer!
Hmmm I just hope players wont start to flock to certain clans/craftworlds/legions/chapters because of the benefits. True, there are some min-maxing players that love to squeeze every bit of % out of everything, running the numbers, its inevetable ^^; However, as long as its not that game changing, it should be ok Primal example: WoW races had different passive/active skills. Some players chose one over the other only due to these mechanics, hence why some races got over-populated compared to the other one in the Alliance/Horde.
This is more a skill based game so it would not be such a big problem, but i agree that people would come to who ever is more powerful. How ever they will get killed if they got no skill no matter what they chose as i have carefully created different bonuses for Chapters/Warbands/Clans so if not balanced 1 vs 1 100% it is when they are in a large group vs other large group. Tho the one who is skilled and has chosen his clan of Orks whit (passives and actives that suit him most) and use it in most useful way and tactically, he will bash some heads that is for sure!
Hehhe true Well, this game will be hell of an interesting to see how it plays out. The itemisation + class choices will play a huge role on where the players will flock too. Since there are crapload of players who like 1-2 archetypes in each race and if its not implemented, well they just get to their next fave on the list Hopefully its in the same race xD
What i am hoping for is this: Faction differences: Health pool and hp regeneration that is individual to the each faction, and standard rules that apply for every Chapter/Warband/Craftworld/Clan + special rules for each different Chapter/Warband/Craftworld/Clan + differences in equipment and loadouts in between factions (classes). Example: - Eldars have 100% HP, 0.005% HP per second in combat regeneration per second and, 0.05% out of combat and 110% movement speed. (this is for all Eldar no matter the Craftworld) - Eldar attack speed 110% - Eldar offensive power 90% - Eldar have dodge roll speed at 150% - Eldar gun accuracy 80% - Eldar receive less dmg because of toughness by 10% - Eldar can sprint for short amount of time at 200% original speed - Space Marines have 120% HP, 0.02% HP regeneration in combat per second, 0.2% out of combat and 100% movement speed. (all Space Marines no matter the Chapter) - Space Marines attack speed 100% - Space Marines offensive power 110% - Space Marine have dodge roll speed at 120% - Space Marine gun accuracy 95% - Space Marine receive less dmg because of toughness by 20% - Space Marine can sprint for short amount of time at 180% original speed - Chaos Marine have 130% HP , 0.03% HP regeneration in combat per second, 0.3% out of combat and 100% movement speed. (all Chaos Marines no matter the Warband) - Chaos Marine attack speed - 95% - Chaos Marine offensive power 120% - Chaos Marine have dodge roll speed at 110% - Chaos Marine gun accuracy 85% - Chaos Marine receive less dmg because of toughness by 25% - Chaos Marine can sprint for short amount of time at 180% original speed - Ork boys have 110% HP, 0.05% HP regeneration per second in combat, 0.5 out of combat and 85% movement speed. (all F2P Ork boys no matter the Clan) - Ork boy attack speed 70% - Ork boy offensive power 105% - Ork boy does not have dodge roll - Ork boy gun accuracy 45% - Ork boy receive less dmg because of toughness by 20% - Ork boy can sprint for short amount of time at 170% original speed - Ork Nobz have 140% HP, 0.08% HP regeneration per second in combat, 0.8% out of combat and 95% movement speed. (all Orks Nobz no matter the Clan) - Ork nob attack speed 80% - Ork nob offensive power 140% - Ork nob does no have dodge roll - Ork nob gun accuracy 50% - Ork nob receive less dmg because of toughness by 30% - Ork nob can sprint for short amount of time at 175% original speed Now this would be only an example but after this standard numbers for Faction no matter what Clan/Chapter/Warband/Craftworld you are , this would be modified by your bonuses based on different Chapters/Warbands (what i have written at the beginning of this thread). And then you would be different by the class you are and gear you wear. Yes what i wrote here is not very balanced, but it is an example so what do you think?
Hmmmm would be interesting yes. It would pretty much play out the different races and their ups and downs However, after the race-wide bonuses, the sub-faction(craftworlds, clans, ect.) bonuses should be smaller in comparison and in effect, so it is more of a "fluff" thing rather then a game changer =)
So if lets say you would on these standard number for all Orks add Clans bonuses of what i wrote how toes it seem? Ofc bonuses are not added to standards but rather increase them. As 5% increase from Goffs on melee would increase Ork Nob melee dmg from 140% to 147%. Do you think it would be balanced ,considering the diversity?
Sadly I'm not a dev But as long as the bonuses stay around 1-2%ish, they wouldn't change the game too much. 5% is a considerable amount, you could talent for such amount in some games. An overall increase of dmg would make this race more powerful, hence it would be up to discussion to get them a blanket nerf of some kind. Personally, while I really love passives and racial abilities, I think what Warhammer Online did with the races, it was perfect. There were no racials. They made the difference inside the classes and their mirrors on the other side :3 I'd prefer it that way in my opinion ^^