Anyone else excited to see how this feature will pan out? Being a leader of men in the 40k universe is an opportunity that I find beyond irresistible. I plan on being on the council for sure. From the information I've sifted through we can expect: -Unique outfit/armor befitting our status -Unique command and control features (battlefield commander?) -Unique powers/abilities What are your thoughts on this? I'm a little rusty on the lore part, but for any lorebuffs, what can we reasonably expect leadership to be able to do?
Lead. No seriously, these unique powers/abilities won't be that important though. What I fear most is Chaos starting to organize themselves 2 years before launch.
Space Marine council could get orbital bombardment maybe? Huge damage with AoE but massive cooldown? Ork Bosses could get a Waaaagh buff maybe? Chaos Marines could get daemonic assistance or something along those lines, like AI fighting alongside them? Eldar... Hmmm, possibly a Webway related ability?
If they incorporate moral into the game, they could make into a threshold, that once it breaks it effects squad cohesion or debuffs and individuals effectiveness. Leaders could have a special rallying ability. The question is, is it worthwhile to build into the game as a gameplay mechanic?
This, to me, is one of the most important aspects of the Eternal Crusade. It really fits in nicely with the 40k universe and would be very interesting to watch happen. Is it really a "council" though? Because that seems a bit off for Orks and Chaos specifically. They're much more likely to pool behind one powerful figure.
I think this is very important to get right for the success of EC. What would the council leaders decide on? * Organized strikes on valuable objectives under enemy control (Bonus resources for attendants)? * Spending the factions resources? * Plan events for the faction (Celebrate the victory of sector X!)? * Spend resources on faction improvements. I think if the team decides to give a lot of freedom to the councils the game could essentially be a player driven experience, where players rising in ranks, faction events, the faction HUB being outfitted with better stations (Repairs, decals, marketplace) all comes down to the council wanting the experience to be fun for the other players, and going out of their way to manage the faction. As far as groups within the factions (Astrates chapters for example) could have their own leaders, ruling over their own chapter whilst still working together with the other chapters in an even greater gathering of leaders for more urgent course of actions. Fluff rivaleries could be overridden if the council decides a temporary allegiance with another faction that might benefit them, letting the union take down a stronger common enemy (or more heftily defended objective). I think the implementation of a council with power might greatly improve the game's life span as well as helping it branch out to two different player types: The ones that want to run and gun and the ones that want to influence the game world and want power beyond just being a badass with the best rifle.
I second that. I just hope people don't get locked in, maybe an election process. I've been in clans before were it starts out great then the leader turns into a real douche and then the clan falls apart b/c nobody wants to follow him and he's locked in. Perhaps that's why they went with a council instead of one leader.
Well, I don't like it anyway. It's me fighting. It's 'my' moral. I don't want it dictated by some imperfect in-game system, that will only get in the way. The thing that I want to know most right now is just how many people per council there will be. How many people will be deciding what the thousands of others in their faction will be doing.
I am constantly wary of the possibility of some internet famous person getting a council seat because of popularity.