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Imperial Guard Faction?

Discussion in 'General Discussion' started by Servant_of_CTan, Nov 7, 2013.

  1. Aritol Aritol Prefectus

    It should be a vehicle. Maybe a stronger Leman Russ Attack Tank?
  2. Leman Russ is already a powerful tank the only thing I know of that is bigger than those for the Imps is a Baneblade. Not sure if that is going to be added just because they are so huge and could be considered overpowered.
  3. Rasczak Rasczak Subordinate

    The Macharius is a super-heavy tank that weighs in about halfway between a Leman Russ and a Baneblade. It obviously doesn't have the instant brand recognition of those two though.
  4. ghost ghost Subordinate

    Yes, IG needs to be implemented in this game, please devs. There will be no eternal crusade without the guardsman involved!
  5. Lelorelyn DragonOfMars Active Member

    Ogryns, roughly on par with Terminators in terms of stats, as far as I know. But I'm also told that a Terminator would make short work of a Orgryn in TT. Maybe that can be worked with in the game though, as it doesn't have to translate data from the tt 100%. They can't teleport though (neither can Wraithguards, as far as I know). Weapon choices could be made more diverse, it's not the lore but there's probably no real reason for them not to carry some other weaponry.

    And yeah, maybe they should be a bit weaker with some classes and stronger with vehicles. Of course, I'm against the notion that it should be too great a difference. Gameplay can theoretically be balanced asymmetrically, but it would be awkward if they ended up dominating tank warfare only to fail at most objectives infantry is required to take.

    Anyway, elite/hero vehicles sound interesting. There are many variants of the Leman Russ. Land Raiders and even the Baneblade also sound interesting, I suppose.


  6. Try not to use Enemy at the Gates as your source material.
    Hralius and Galen like this.
  7. ive seen that in other movies, and read it in a few places as well.

  8. ... nuff said.
  9. Cyke Cyke Subordinate

    I'm guessing the discussion won't become relevant until post-launch, but I've got a few points to add.

    The idea of having each player control several weaker models (such as Guardsmen) sounds like a really good one. Aside from an interestingly different play experience within the same game, there's all sorts of fun stuff the developers can play with.
    Whereas single-model players (Space Marines, Aspect Warriors, Nobs) can only choose the wargear and skill progression for one character, if you're controlling a squad, you can tweak the composition of classes and wargear of multiple squad members. The durability disparity can be offset a bit if these squad members can even "revive" each other when one is downed.

    And rather than controlling the sergeant alone, the player should be able to swap direct control between the squad members at will, even if he ostensibly is supposed to actually "be" the sergeant.

    Of course, a major consideration is graphical resource utilization; the 3D models for each squad members would need to have far lower polycounts/physics bones/simper lightmaps/general details etc, because you'd need about five models per player instead of just one.
    But I suppose this could be acceptable, since the player has five+ guys to visually customize instead of just one.


    As another point to enhancing balance and attractiveness of a squad-based race while addressing the polycount issue, a solo player should be able to fully crew his faction's mid-size vehicles by himself, because that player is in control of (let's say) five men. Thus, it'll be possible for a Leman Russ to be fully crewed and controlled by one player. This means a high vehicle-to-player ratio, which goes well with the background material that Imperial Guard armored vehicle columns are the most numerous in the galaxy.
  10. Thundering Thundering Subordinate

    1 thing if they start adding more Imperial factions.

    I dont support that they fight each outhere whitout really good reasons. Like in dawn of war, we got a reason in DOW 2 that the corrupted leader of the blood ravens most likly set the problems in motion.

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