'Ere be anuvva' wun uv me absolutely silly and neva' gunna be implemented ideaz I dun gotz in me Etarnal Crusade document. 'Ave at it wit' da pickin' it apart and wut 'ave ye. Sorry it ain't toyped da way I'z uzually toyp Necron Faction Idea Dis idea initially started out az a convarsation on facebook wit' sumwun while chattin' 'bout Warhamma' 40,000 Etarnal Crusade. figured it moight be helpful ta' post it az well az da idea [da posts be toyped da wey dey be cuz I be a pirate, obviously] From wut I 'ad above I tried me best ta' refine it. Ye'll note sum uv da stuff be striken out wif a line through it. I did dat az I wuz werkin' on it, but didn't actually wanna jus' delete da concept in case it came in handy. Parhaps az an equipment ability er sumfing uv da sort [Refined] Wut be below be refined frum dem facebook posts above in da quote Deployment → Necrons do not deploy or redeploy in the traditional sense, they animate initially and reanimate where their corpses fall. They initially animate in one of the starting areas at the start of a match. Classes Necron Warrior → Tactical necron unit. Can capture points. Necron Immortals → Heavy weapons class. Hybrid of tactical and heavy units? Share an AP skill tree with necron warriors. Flayed One → Melee only necron. Can actually deploy anywhere on the map, as in any location. This makes up for the lack of an actual jump class. Can heal/gain armor through executions? Cryptek → The support class. Uses gadgets, such as resurrection orb. Necron Destroyer → Fast attack unit? Cannot enter vehicles. Large target, fast attack unit, hard to utilise inside buildings, if possible to enter. AP upgrade is heavy destroyer armor? Wraith → Fast heavy attack melee unit Veteran Classes Necron Overlord → Veteran for cryptek. Aura that increases reanimation rate of all necrons near the necron overlord, regardless of whether he is dead or alive. The aura emanates from his corpse. Lychguard → The veteran class for warriors, melee Deathmarks → The veteran class for warriors, ranged Wraith → The veteran class for flayed ones. Fast melee only unit. Can phase out of existence. Cannot use vehicles. Triarch Praatorians → The vetern class for flayed ones Necron Destroyer Lord → The veteran class for destroyers. Fast attack unit. Cannot enter vehicles. Can possess enemy vehicles. Vehicles Ghost Ark → Necron Transport, has necron bodies which can be redeployed from. A destroyed Ghost Ark leaves behind some necron corpses which can be used by any necron player for reanimation. Doomsday Ark → The heavy attack tank. Statistics Heatlh → Necrons wouldn't have shields, rather their health bar would be much greater than any other factions. They wouldn't have a means of regenerating health, only reanimation. Facilitating the idea that they are unkillable. Toughness → Necrons should also be quite tough and resistant to damage. Their lack of any regeneration should balance this out, as they would lack immediate staying power since they have no shields to regenerate nor a method to heal. Speed → Necrons would be slower than other factions for the most part. Reanimation Reanimation → Necrons don't get downed, but instead their corpse remains on the battlefield. These corpses continually regain health over time (typical time to redeploy, 5-10 seconds). Once the health bar on a necron corpse is full, the necron (Whom the corpse belongs) may reanimate at their corpse (may only have one such corpse per player active at a time for performance [their corpse is removed once they reanimate or redeploy]). If a necron does not wish to reanimate, they can instead reanimate at one of the starting zones. Their corpse gets teleported back to the safe zone and is brought to full immediately. They cannot redeploy at captured points. They phase out. If you change class type you cannot reanimate at your corpse. Each player has one corpse at a time, or a limit as to how many they can have among the classes. 3 per player? That way when one dies you can reanimate as another immediately. Maybe allow a player to mark their own Corpse as available when they are downed, so any necron can reanimate from their corpse? This would require a different approach from that mentioned above. Sum additional ideaz I 'ad fer da reanimation concept [figured it moight be best ta' hide 'em in a quote] Executions → Enemies may execute the necron corpses to remove all health it's regained and prevent its regen for a short time. They would be awarded execution experience based on the health of the corpse at the time of the execution. The execution animation would halt all regen of the necron corpse and prevent reanimation if the necron hasn't reanimated from their corpse in time. [Aye, I be aware uv da potential abuse 'ere by enemy playa'z. But dis idea ain't finished and da idea ta' choose ta' phase out wuuld stop dis mostly] After execution is performed, the corpse cannot regain health for a short time (1-2 seconds). If during this time they perform another execution they cause enough damage that the necron corpse phases out. Reanimator [Cryptek / Necron Overlord] → The necron medic class, or more accurately reanimator, channel's an ability that actually speeds up the regeneration of fallen necron corpses, hastening reanimation and allowing necrons to keep pushing on the field despite their losses. A reanimation orb [which would be an equipment] would greatly increase the regeneration rate of all necron corpses in an area around the orb when used, and allow any necron player to redeploy/reanimate on those corpses regardless of if the corpse was theirs or otherwise (Redeploying at any necron corpse could however just be made a base feature of the faction or a squad thing). I'd appreciate it if'n ya post yer thoughts and ideaz and such even though dis probably won't eva' get implemented. Kinda in a bit o' a slump roight now wif dis idea and makin' it werk betta' conceptually wut in regards ta' da whole reanimation fing. Figured postin' it in 'ere moight help wif uvva's thoughts on it
That's lit. About necron in general, they are slower (except wraith and destroyer) but about sprint ability? I can see a Wraith accelerate by lowering himself and moving like a snake, a destroyer using a boost. But for the rest? Especially the flayed one, no sprint means low ability to engage (even with the spawn everywhere) or to follow a running target. I actually like the idea of a steel wall moving slowly and crushing everything on his path, but how do they dodge (they can't? heavy Plasma launcher and grenade paradise. They can? we'll see Necron keep rollin' rollin' everyday. And I would love to see how a necron soldier can roll must be funny to see) Your ideas for class are very good but I think the hardest part is "how to implement a slow moving race?" Redeploy should be faster for them but during a fight, they are just going to get kitte to death with Plasma launcher. I'm in love with your idea for the wraith, it will be a real pain in the ass. I can see from here, players panicking while a phased Wraith is passing by.
Dey'd probably still get ta' dodge, can't 'ave evarythin' az it be in da lore, at least not at da outset. Ye cuuld jus' giv' 'em only 1 stamina er sumfing? Parhaps dey only get D-bash and 'eavy attacks, but ta' compensate dey can't be intarrupted only dodge [roight dumb idea 'ere]? Wait, betta' idea Shift wuuld/cuuld probably 'ave a diffarant function fer most uv 'em. Parhaps a stand yer ground toyp fing? Dey hold shift and can't be budged/stunned from melee attacks er explosions ['az a bar dat depletes while active, cooldown {at least 1 second} inbetween uses so ye kan't jus' spam click shift ta' get outta evaryfing]? [vehicles still wuuld get 'em though]. Replace dere stamina [most necron units anyways] wit' dis 'ere concept parhaps. Dey can't run, but can be immovable and wut 'ave ye. Cuuld uze da same concept fer da wraith wif it's ability ta' phase out uv existence and jus' 'ave it naturally fasta' den evaryone else [it be melee only anyways] ta' compensate fer no sprint. Ratha' den bein' able ta' dodge wit' a roll, wraiths can eitha' utilize dere fast movement er phase in and out ta' avoid bein' hit [wif a bar and cooldown between uzes az above fer necron stand yer ground fing] Boosts fer da destroya' wut wif 'dere skimma' body makes sense ta' me Redeploy wuuld be reanimate, 'cept fer flayed ones sorta wut can deploy anywhere from da ground. Da idea wuz fer da heala' class ta' make it seem fasta'. Also, unlike uvva' factions wut gotta spawn from pointz er a squad transport, dey can spawn from dere corpses. And da only way ta' make 'em not do dat be ta' execute dere corpses twice in a row er force 'em ta' phase out (reanimate at a spawn location... and mayhaps a point. Didn't actually mention pointz az reanimate/phaseout locations in dere did I?)
You did not but it was obvious to allow them to do so. For the execute, it should give more time to the opponent. I mean: Necron die, roughly 10sec before rez. If the opponent execute the body, the necron is not able to resurrect on it OR it add more time before allowing a resurrection on the body (meaning that necron have multiple resurrection timer, an overall and a body one). And here come the support, having a resurrection orb, he has an aura which significantly reduce body re spawn timer.
I like this idea, even if I suppose melee player will cry about it, Traxus?. It will force necron to use cover anyway against One shot weapon but will allow them to get inside the fight. About Necron destroyer lord, maybe vehicle control is kinda to OP, I can see them from here taking control of vehicle and trowing them into lava (a lot of map can allow that actually)
Good idea. 11/10 would play. Now what will the devs say about this? Remember, it's all on them, their contracts and licenses that GW allowed them. Don't forget some players will whine to put tau faction if necrons get in the game. AND when tau comes in the game then the game will be even more ruined because campers campers EVERYWHERE(bloody markerlights man). Once more, good idea BUT sadly whine whine campers whine, balancing issues, op threads. You get the picture.
Well, dat be wut execute does technically roihgt now in me idea. Removes all health dey dun regened fer reanimation purposes. Den dey don't regen fer 1-2 seconds. Only diffarance be dat a second execute wit'in dat toim o' no regen 'causes da corpse ta' phase out, AKA respawn at a point and 'ave a regular death tima'. Dey can only rez on it if'n da corpses regens ta' full. Dis means ranged won't keep 'em down unless ye focus fire da corpse fer a long period uv toim er if'n ye go and melee 'em. Weapons dat kill in wun shot shuuld also do dis though, so ranged cuuld do such a fing. But it keeps dere focus offa da blokes wut be alive As fer da support, wuz goin' moar fer a direct channel feel, wif da aura wun bein' a deployable Resurrection orb. Though a passive wun wuuld werk az well. Probably giv it a smalla' radius den da deployable area wun since it be mobile and dey can move wif it. Held in off hand
Cuuld allow blokes ta' still disembark. Not like vehicles control smoothly enough ta' easily toss a tank inta' lava if'n da driva' wuz bein' a not terrible driva' wut wif all da debris on dem maps Also, I didn't expand in da OP, but wuz goin' wif a DoW feel. In da DoW game, Necron Lord Destroya's actually go inta' da vehicle. Possesses it loik a ghost. So ye'd gotta go wif da tank ova' da' edge. Most won't wanna waste dere only vet tossin' a tank off uv a cliff fer most loikly no pointz
It should work that way. Or his power can be like a simple vehicle disable (like a fist hit). That would work too. Allowing him to be an efficient tank hunter.
Ta' be honest most Necorns shuuld be gud anti arma' blokes. Dey be known fer dat wif dem glancin' hits