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Discussion in 'Introduce Yourself' started by Khadgar, Sep 25, 2014.

  1. Aeachus Khadgar Recruit

    Sup guys,

    I used to play WH40k/Epic/WHF/Space Crusade/Space Hulk/Blood Bowl/Necromunda as a kid. I first started when the Harlequins were released. I stopped towards the age of 15 [a friend of mine remarked that puberty was GW's greatest competitor], but still played the odd franchise game and have read a lot of the Horus Heresy novels. I'm still a big fan of the lore [particularly Astartes lore] and have been following EC for about a year. I can't wait!

    So just a big hi to you guys :p I don't play WH40k, the last time I played something from the franchise was about 2 years ago where I played Talisman with a few of my brothers, haha. Me and my older bro had an epic stand-off at the Crown of Command [I was the ghoul with lifesteal.] The thing is it was impossible to win since I could only steal lives and he could blast away freely since he arrived there first [damn that stupid raft.] I got delayed by the hounds of hell in the fire-pits for like three turns and he just walked through with all the dice rolls haha.

    Nevertheless I'm gonna invest in a starter pack and probably join the Astartes - Would like to get a full squad of mature players together with all the capabilities of taking/holding sites and pushing wedges through opposing forces.

    I have a variety of thoughts about certain mechanics within the game. The first concerns special units, like terminators. It seems to me that the developers have three options: Either to let terminators be deployed freely; to have a certain number of terminator squadrons available depending on certain conditions within the map, or to assign a certain number of special unit squadrons available to guilds depending on its number of online members. My thoughts are:

    1. If terminators can be deployed freely, there should be a variety of effective counter-measures. I never really got into Planetside 2 but I have a rough understanding of it. And the corollary to terminators are MAX's, which are basically super-heavy infantry armoured suits. Squads where everyone has a MAX don't work because a lot of medium infantry run C4 explosives, which are super-effective against them. So terminator squadrons should fulfill a specific role, and fail if a faction attempts to deploy them exclusively. Not everyone wants to see all the Astartes running round in terminator armour, and I agree. It'd kind of butcher the lore, in as much as terminator armour/status is awarded to the most proven of Astartes.

    • Anyone can play the type of character they want at any time
    • Aspects of the game can be balanced to make a force comprised solely of special units inefficient when fighting against a more well-rounded enemy force
    • Butchers the lore
    • Makes game-balancing harder overall, since numbers of individual units will largely be skewed
    • Doesn't award co-operative play, promotes individualism
    2. The second way of treating special units is making a certain number of such squadrons available depending on map conditions. Say, you might have three squadrons of terminators available to defend a large installation. Alternatively, when a particular node is activated [by either being taken by the aggressors or defended for a certain time by the holding forces] then a certain number of special unit squadrons are made available.

    • Adds a variety of objectives to maps and hot-zones
    • Allows room for strategy by letting players prioritize objectives - 'Set-pieces' will emerge, but there will also be room for improvisation.
    • Promotes strategy as a part of the game
    • Promotes good leadership and co-operative play
    • Provides clear objectives with benefits for completing them, by gaining special units for your own force and depriving the enemy of theirs
    • Makes special units 'bound' to certain maps/installations - No free roaming terminator squads spoiling for a ruckus
    • May make the game too objective-oriented
    3. The third way largely depends on the guild mechanic found in your typical MMO. Basically, you get a group of players/friends together and make a guild. Great! This basically means that special units will only be made available to members of guilds. Furthermore, a guild may only have a certain number of special units deployed at any one time. For example, you have a guild with 200 players. Said guild may have a maximum of 20 special units deployed at any one time. An additional option [to stop terminator drop-pod spam] would be to make these special unit allocations restore at a certain rate of 1 per X minutes or kills. There could also be a passive mastery for this to help the cooldown time of special unit allocations for the guild members who specialise in them.

    • Promotes co-operative play and assignment of special units to players based on merit
    • Good for online camaraderie
    • Allows for free-roaming terminator squads which can help bolster ailing forces elsewhere - 'The cavalry has arrived'
    • May promote favouritism/bias among battle-group members
    The last 2 options aren't mutually exclusive. I personally would love to see an implementation of the third, because I love the idea of guilds having elite squadrons which are free to roam and assist in other hot-zones.
    These are just my thoughts. Good luck have fun, and I look forward to the game =) And hi :p
  2. Godsmote Euwald Well-Known Member

    Welcome to the crusade :)
  3. Aeachus Khadgar Recruit

    Hi =)

  4. Heldrim Heldrim Prefectus

    Welcome to the forums! :)
  5. Aeachus Khadgar Recruit

    Hulloooooo! I'm gonna invest in a starter pack next week :p

  6. Arkdawn Arkdawn Curator

    Welcome fellow Crusader and soon to be new founder!:)

    Remember to go in to your account and activate your founders pack:)

    Here is the F.A.Q. link.

    You can also find it on the top of you're screen on the left hand side.

    Some basic info on the game to help you get started.

    For launch there is plan to have four Factions that can be played(Maybe five) and one faction that will be NPC controlled the Tyranids used as a balancing mechanic....Note there is plans in time to have all of the different factions from the Warhammer 40k lore in-game as add-on's later.

    Here is a link to the Factions at war on this world.(Click the tabs on the left side to look at the different factions and go to the bottom to see the sub-factions per each)

    Here is the link for the list of classes.

    Eternal Crusade is going to be a 3rd person view action combat game mmo much like the game Space Marine but a lot more think Space Marine + Plantside 2= Eternal Crusade to the power of EPIC! There is no normal levelup no getting to level 90 and having 200k health points while a level one would have's more like the game Space Marine where a noob level one just starting to play the game can and will kill a player that has been playing for years skill based play(Headshoots) There is a skill tree it will let you work on being really good at a aspect of that class and in time you can max them all out, From what i seen and heard you can max one aspect out fast or spread the XP across them all taking longer to max them out but being somewhat ok at all of them at the same time and then slowly leveling them up over time it would be up to the player and the players play style.

    There is also plan to have 8-10 members from each faction to be voted in as "War Council" members to over see the war effort and to hand out faction missions/objectives for the faction, They will also be able to use faction RP's(Resource points that have been gathered by the controlled bases) to call in orbital strikes, air strikes and others to aid their faction and also they will be able to gift FRP's to players in a area so they can get a tank to fight off a large attack by another faction. Note the players will get RP's for killing other players, vehicles, taking bases, killing enemy NPC's like the Tyranids and completing factions/War Council objectives those RP's are the players the War Council will not be able to take a players RP's.

    Eternal Crusade is planned to be 85%-90% PvP and 10%-15% PvE

    The planned PvP content will have players from the four Factions fighting it out for control of the plant, fighting for bases to expand their factions control(Think Plantside 2) each base is planed to give perks for the faction that controls it in-game RP's(Resource points) for the faction's leaders to use in dire times(Give to players so they can get tanks/hero's/elites to fight off a large enemy attack) and also there is a talked about/planed supply line mechanic that might be in-game so if the bases in the rear get taken the bases on the front line gets cut off from resupply(no more ammo) giving need to make sure the bases in the rear are guarded from sneak attacks.

    The planned PvE content will be randomly made Dungeons in the form of Underwoulds/Hives mostly to fight the Tyranids to hold them back from your bases and or retake a base you lost to them. And in doing so will earn (Maybe FRP's) items that will help your faction as a whole and the players would get XP/RP's/loot like gear. And also of note the PvE (Tyranids) content is planed to be used as a balancing mechanic to help hold over pop factions in check (The Tyranids would attack the over pop factions more so) but keep in mind the Tyranids will attack all the factions.

    Also you can watch a live-stream with the devs they will have live-streams when they have something significant to show in the game development (Keep an eye out on the forums to see when the next one will take place) if you are online when they do it live you can ask ?'s about the game, You can also click on "THE GAME" tab then "MEDIA CENTER"(Drop down) to watch the ones you might have missed.

    If you like what you see and would like to help Eternal Crusade by getting a Founders pack(Also getting Alpha/Beta/early access and many other perks for helping Eternal Crusade while in development)go to the "STORE" tab and click on the "Founders Store"(Drop down) to look at the different options also there is a option to upgrade the founders pack up to the 2nd highest pack(If you can only get the $40 US basic founders pack at the time and then later get more funds you can upgrade to the next highest one up to the 2nd highest pack).

    You can also play the game for free playing as the orkz(Free to play race) but will have limited options though that can later be opened up by microtransactions.

    Note the bonus RTP's(rogue trader points) to be used in the "STORE" "Rogue Trader" is a gift the Dev team is giving the founders for supporting Eternal Crusade while its in development. So if you get a founders pack you get the bonus RTP's as a gift, $1 US=1,000 RTP's a $40 founders pack you get 40,000 RTP's as a gift from the dev team along with the other perks, Now if you were to wait tell after launch and the founders program ends and you get the game for $40 you wont get any of the founders perks and if you would like to get something from the store it will be $1=1,000 RTP's , They will also be adding more and more items to the Rogue trader store each month or so up to launch and after.
  7. Welcome, crusader)
  8. Welcome to the community new recruit ;)
  9. Welcome to the Forums, Brother!

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