Okay so this thread is about a game design idea. Today I was playing Path Of Exile, and there is a type of character that basically after you kill a few things you get a buff, this buff is a bar that drains very fast but is refilled by a kill. It counts the kills so you try and kill as much as fast as you can. Plus keep it constant. MAYBE(relax is just an idea) orks are not 100% percent balanced. Maybe they are say 90% combat deadly and a space marine is 100% However any kills near an ork player add to a buff. This buff would keep track of nearby kills, maybe even awarding 2 points or more for YOUR kills. this buff would drain if you don't kill soon enough. This make ork players NEED fighting. Imagine orks attack a keep. A some orks die fairly easily on the way to the keep, once they get there they attack. The space marines kill them pretty well but a group of git slaughter a room of space marines and the rest start gettign buffed a little. Well that helps score a few more kills, this increases the buff. Now the killing rate increases so basically if you cant deal deadly blows against orks at the gates or mop them up quick, and you fight them a while, they get REALLY deadly. This buff might even be simple a speed buff, maybe damaged or health. This would mean ork players NEED to look for a good scrap!
I can see a berserk/bloodlust type of ability on Elites/Heroes like Nobs and Warbosses but to give it to even the most basic boyz could cause such a ridiculous snowball effect once just a few of them get ramped up. I have no doubt there will be a buff of some sorts for encouraging the mob mentality gameplay aka green tide but as to what it gives needs to be done so in a way that the effect doesn't turn all the basic classes into force multipliers if exploited.
I think thats really hard to implement.But on the other Hand:thats exactly how a WAAAAAGGGHHH should work:more enemy Blood keeps your Boyz running and slaughtering beyond their limits.Nice Idea.
Sounds like with every kill the orks get green energy. And this energy they use for further kills. It's actually a WAAAAAAAAGH.
I like the idea of a berserk mechanic but do not think we should gimp them until they make a few kills. Orks will not be as good as the SM/CSM/ELD with shootas and will take casualties as they close in with the enemy. This mechanic should be implemented in a way so as they finally reach the front lines of the enemy they are already in a bloodlust frenzy. Because if they are not in frenzy once they hit their lines the green tide will most likely falter under heavy bolter fire. I really like the idea I just don’t think we should be gimped until we work up a blood frenzy. With us most likely already being outnumbered by SMs I don’t like the idea of us having to meet conditions to be competitive. The berserk function should be some kind of WAAAGH! mechanic that gives us extra damage, speed and possibly faster re-spawn rates so we can live a green tide WAAAGH!, even if the SMs player base outnumbers us.