Like I said before IG need to come in as part of an expansion, once the game is established and the guardsmen need to be the new F2P race. Premium players then get to field veterans, Ogryns and Sentinels would be the TEQ elites and classes like assassins would be heroes. It's not that hard to pull off and fluff wise carapace armour + personalized force field generators would put premium players on par with 'eavy armour or scout armour.
Personally i dont think that we need more F2P but this isnt that bad either...also dont forget Commissars dem hats give armour bonus.
Maby people should play only as the bad asses from the IG like storm-troopers or commissar so that can stand up the the other races.
Oh do you mean the idea that is said over a thousand times in this forums and me and Gary just said again ?? i dont know man....
I never said it was mine idea i should put that in my previous post .its just that people refuse to check the bloody forums and they ask the same questions when they only have to use the "search" function...
Technically the Sentinel is our walker unit. Not as beefy or brawly as the other factions (though the armored version does have an AV12 front, not shabby for a walker), but you *can* disembark from a Sentinel, it has an ordinary pilot seat, which is a nice convenience. I think the general idea could make a neat faction trait though. Have fewer elite/hero classes than the other factions, and fill those slots with MOAR TANKS instead. Hellhounds, Medusas (which *are* a direct-fire platform), Tauroses (Taurosi? Taureese?), Centaurs, Salamanders, Thunderers, Laser Destroyers, Hydras...
No. Controlling mass of units like that would be animating and functionality hell unless you turn the whole game into an RTS. IG would be in a totally wrong playfield with the playernumber limitations, they would only work as NPCs like nids.
I see somebody didn't read the rest of the thread. The preferred style of implementing Imperial Guard would be with well-equipped Veteran regiments, which would be roughly on par with Tau infantry wise (slightly worse range, slightly better melee, same armor, more loadout options) while being the undisputed king of vehicle warfare. This would allow the whole faction to be 100% player controlled, and reasonably balanced with only a tiny bit of lore-bending. It wouldn't be any more of a deviation than we're already seeing with the current factions (ie more than 1000 Ultramarines). Blob Guard/Conscripts aren't technically feasible for reasons already covered, unless they want to go the Titanfall/semi-MOBA approach by allowing the IG Warcouncil to produce conscripts at IG bases who have a semi-decent AI, and send them marching towards bases they want attacked RTS style. These conscripts wouldn't be designed to be microed like a typical RTS unit, instead their AI would be roughly on the level of a Battlefield 2 bot. It can path its way somewhat decently towards a move/attack order, navigate bases well enough that it's not completely useless on a defend order, respond semi-competently to VO commands ("I need a medic"/"I need ammo"/"Follow me"/"Hop in"/"Hop out"), and can man vehicle seats or weapon emplacements but will allow a player to instantly displace them. Conscripts would be weaker than players in just about every metric, except probably an uncanny ability to see through smoke/bushes (because computer vision is... tricky). That would allow them to act as "fire and forget reinforcements", so the WC's time is not dominated by micro-managing Conscripts. They'd also make decent zerg guides, by telling people to just follow the Conscripts. Their ability to use vehicle seats would allow people to get them to the front faster using Chimeras, though I suppose if we do use such a system we might want to put in a more convenient way to get conscripts close to the front. Like maybe a "tunnel bunker" that allows Conscripts produced at nearby bases to spawn on the bunker instead.