If you can't down that pesky marine with your Hellgun then pull out your Meltagun Or Plasma And that should do the trick. I'd post more images of cool IG weapons but you can only fit 2 in a post. The point is that there are a lot of IG weapons and loadouts and all you'd need to make them competitive with every other faction on an infantry level is to give them the high end gear that their elite troops carry. Like hellguns instead of basic lasguns etc
That's not really the discussion here, but it went on in force over in Unplayable Races and is still going on in Proposal on the IG. There are a lot of ways the IG could be implemented. But whether or not they are, it's even more clear that IG fans would absolutely not accept the IG as a subordinate class of creeps to the Space Marines. Servitors would suit the role fine - they're mindless, carry weapons, and it makes sense for them to sit around guarding points. The limiting factor in anything crowd or NPC oriented is always performance. NPCs that are spawned by players are a direct multiplier - as a dev, you can't control how many people would decide to play as a class with minions, which could mean that 300 players could all show up with their 5 minions and destroy the client performance for everyone. Base constrained spawning minions are less of a concern, because there's a guarantee of only one squad per region and that value doesn't multiply with new players, they simply become less relevant to the player conflict.
Yeah thinking about it, an entire team based on using minions is completely unfeasible. It also brings up a myriad of balancing issues. What happens when the controlling character dies? Could the minions be customised? What happens when using vehicles? How long does it take to spawn minions? And of course, the server would crash if everyone and their dog had minions with even the slightest bit of AI. There are two ways in my mind that the Imperial Guard could be implemented: 1) By using specialist classes that stray away from the basic Guardsman. As much as roleplayers would enjoy playing the lowest of the low, balancing is still a concern. Instead, they could focus on the elites such as Stormtroopers, Psykers and Ogryns. This in itself would still be difficult to balance though, and from a lore stand-point it's rare to see so many elites in one place. 2) Use the Guardsmen as NPCs to guard control points or fortifications. They could be made to act like dungeons (like the Tyranids) for other factions, with the "boss" being a hardy Commissar or a Baneblade. Then when captured, the successful faction's NPCs could take over the dungeon, like Chaos Cultists or Eldar Guardians. Maybe the members from the controlling faction could intervene. This does have it's own problems though like how other factions would interact with the NPCs and making sure that the server could manage the high number of NPCs.
I agree with this idea, haing npc's to jump into action only when there is a lul in the war, ex during off peak times, if there are any, an example is planetside 2, i have it and during the action(on peak time) its awesome action everywhere) however during off peak time ive just driven a vehicle through EMPTY land, having npc's to create a longer lasting war for players during off peak time would be great
One good arguement for NPCs to be base-defenders could be that they are in TT. Most of the time (like I think it is said in the rulebook somewhere), the elites, heavy support and fast attack do the clearing of objectives, then the troops move on to hold them. Explanation for non-TT-folk: Troops are the most usual infantry choices (eldar guardian, for example), and only they can "score" objectives (objectives = markers on the table that are placed before the game starts). If you leave a Dark Reaper at an objective, the only thing he can do is deny it from your enemy (if they manage to move their troops in it), because dark reapers are heavy support. Only troops will give out the victory points for them. That is just a thought, though. Troop choices do include some good stuff too, like Dire Avengers ^^ But anyway, I would be perfectly fine with seeing the lowest grunts only at defending duties, while the better trained (players, surprisingly) are the ones out there fighting to get them.
You're absolutely right. And you're also right that it isn't really just "troops" - specifically, each faction has one specific troop that is very low power and suited to point duty or scouting/area denial. SM servitors, Eldar guardians, Ork gretchin, Chaos cultists. It's a perfectly suited role for them, frankly.
This seems like the best solution to me. But maybe instead of Servitors, that could be the method to put Guardsmen in? I don't see easier ways to implement them without balancing/server issues, and Servitors are rarely seen on the tabletop any, at least not in an objective capturing capacity. Besides, Guardsmen mirror up well with Cultists and Guardians. And perhaps Ork capture point guards could be a mixture of Boyz and Gretchin in a 50/50 split? But now I'm just nitpicking.
This has been discussed to death all over the forum, see my earlier links. I'm firmly in the camp of IG getting their own faction - there are a lot of ways to do that, and it doesn't make a lot of sense to have them be isolated subordinates to SM that squat behind the front line. That isn't and has never been their role. Servitors are mindless and dedicated, and are a better fit for base guards. For orks, I'd say just gretchin but a lot of them, and then a gruntherd at the final base upgrade. We don't need to make the FtPlayers feel like they're on the level of NPCs, that's just not nice.
I am quite certain we will meet players who are no better than grunts in battle. That have happened in all other MMOs I have played Oh the horror of kids with heavy bolters and friendly fire Non topic: I have decided to join the IG as their own faction, if I get to fly a Valkyrie, Interceptor or something like that (a Leman Russ Tank would also be okay, although it got less armor than a WWII Tiger II).