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Necrons As A Pve

Discussion in 'General Discussion' started by Plzbanme, Jun 29, 2014.

  1. Darzok Darzok Member

    To be fair the best way to do it is have the old Necron lore and have them as bad arse npc's that are hard to kill where the nids would be the swarm you to death.

    The new Cron lore is a unfunny joke and ruined a great faction by turning it in to the tomb kings in space its that bad i kind of expect the Orkz to be removed and replaced by space Skaven.

    That been said it seems people are happy the Necrons was killed off and replaced by girly space tomb kings only thing left for GW to do is replaced the metal with bones and the tomb king fan boys can die happy.
  2. Jazz Jazz Active Member

    No sense? Most of their infantry are straight-up mindless drones, including all their robotic servants. Even Immortals retain very little individuality and there's even that Maynarkh dynasty that are pretty much entirely Flayed Ones that would make an absolutely perfect PvE opponent.

    Basically, the Tyranids can eventually become stale. To mix things up, Behaviour might want to bring in a new PvE faction, but their best bet is to recruit from one of 40k's most popular factions. Now, which faction typically has underground lairs that can be procedurally generated? Which faction maintains a large percentage that are mostly mindless servants?

    Chaos Daemons wouldn't make sense as they're fighting Chaos Marines - and they're saying that you can indeed dedicate yourself to a God. Besides, Daemons do have individuality, and their chaotic nature mirrors almost perfectly that of real players.

    Tau are plausible with all their drones, but too individualistic (and missing out on the opportunity to pilot Battlesuits). Dark Eldar also have too much individuality, even if Wracks and other creatures are basically beasts. And it's pushing it to have even one regiment of Imperial Guard go up against Space Marines, let alone at least four.

    Whilst it would be nice to have the robots as playable, you have to admit that the only faction from 40k that makes sense to fill in for Tyranids as a PvE race, are Necrons.
    BlackLotus, Brian and Aranarth like this.
  3. Mngwa Mngwa Well-Known Member

    I know this is nitpicking but Wracks are fully conscious dark eldar, and, as shady as the lore is, pretty obviously haemonculi-in-training.
    Grotesques are the mindless people often made from other races as well.
    BlackLotus, Wyzilla and Jazz like this.
  4. Cronty Cronty Curator

    It doesn't matter that most of their infantry is mindless. What matters, is that the ones in control are numerous and individualistic, which qualifies them as a PVP faction. And the Maynarkh are not entirely made up of Flayed Ones. They are just the origin of that curse, because they defeated the C'tan Llandu'gor.

    As stated before in this thread, there are plenty of other options, that do not infringe upon a playable faction. And as mentioned above, the fact that a faction has mostly mindless servants does not qualify them especially. Also underground lairs are available for pretty much any faction.

    There is so much wrong in this paragraph.... Chaos fight each other CONSTANTLY. No matter what gods they follow and what faction they belong to. That is the nature of Chaos. Permanent change, permanent conflict. And while Daemons might have some sort of utterly alien and incomprehensible personality(ies?), they in NO way mirror real players. That is selling the horror of Chaos extremely cheaply.


    There are plenty of options for additional PVE content.
    From indigenous alien beasts, to less well known sentient races, to Orks, to Chaos Daemons, to human rebels/raiders/pirates.
    They all are better AND more likely PVE opponents than Necrons.
  5. Jazz Jazz Active Member

    I didn't say that they didn't qualify, just that they're the better option for a PvE race. I mean, you could even get Tyranids in at a stretch, as some species are made to be specifically individualistic (like the Swarmlord and Warriors at a push). Anyway, I just used that dynasty as an example, as you could easily have a Necron dynasty that have indeed gone mindless in the millenia of slumber.


    Yes, but raiding Necron Tombs sounds like a much more exciting and realistic prospect than Tau or Imperial Guard underground complexes stretched across the entire planet. Maybe Traitor Guardsmen, but even so, those humans mostly rely on Tanks to prove a threat which are rarely available below the surface. You also mentioned beasts, but most aren't iconic 40k characters.

    Whilst I think that Daemons would make a better faction than Necrons, I'll concede that they could (and do) fight their servents. But do fight each other on such a prolonged scale smacks of something strange and would certainly confuse new players. Slaanesh is usually good to his/her servents and Nurgle is extremely fatherly to his "children".

    I hope they do add Necrons in for PvP. I can tell you're very passionate about it and I remember when Tyranid players were first cut up about their faction being relegated to PvE. I hope that Behaviour can instead keep Tyranids fresh by adding new units and/or new areas that can be generated.
  6. Cronty Cronty Curator

    And my point is, that there is no special reason for them to be a PVE race - especially considering the much more plausible alternatives.

    On the subject of Tyranids: Synapse creatures may be intelligent, but they are not "individuals" in the classical sense. They are all part of the Hive Mind, like neurons are part of the brain.




    Actually raiding Necron Tombs is a lot less realistic, since Necron Tombs are huge, continent spanning vaults and not 1-off "holes in the ground". Thus an Ork warren, Raider cave or Chaos cult hideout are MUCH more likely.

    Chaos Daemons fight amongst themselves constantly. There is nothing about it that smacks strange. In fact the only time they fight a little less amongst themselves is during Black Crusades. Slaanesh is a jealous and flighty god, infighting is very common amongst his/her servants. And while Nurgle is fatherly to his servants that does not mean they don't fight amongst themselves to jockey for a better position on his lap. :D

    As I stated before, as far as I am concerned, it is a done deal that Necron will be a PVP faction, since it was stated that they will be by Behaviour (it's just a matter of "when"). And combining that with the facts that PVE will only be a small part of the game and that there are a lot better alternatives to Necrons, I find it highly doubtful we will see them as PVE.
    easterplatypus likes this.
  7. Aritol Aritol Prefectus

    When ever i read that the new Necron lore destroyed the Necron, i cant understand it why.

    Never do i read why the new lore "killed" the Necrons.

    The only "bad" thin that has happend in the new lore would be the Stormlords choice to leave the Blood Angels alive. But well even that can be explained with reason
  8. Tarl68 TARL68 Arkhona Vanguard


    here mate,

    http://1d4chan.org/wiki/Necron sums it up rather simplistically but fairly accurately, the lingering complaints people have about the NEWcrons is merely residual anger from decisions made back in 2008 FFS,

    yes the old back story for Necrons was cooler, darker and altogether far more mysterious and fun to play with, but the new back story isnt really that bad its just different,

    most of the anger is centered around everyone favorite person to hate "matt ward" and his brain-meltingly bad ability at creating fluff while ignoring any fluff that may already exist
  9. Aritol Aritol Prefectus

    Yes i know what the side says.
    But most of the time, thoes who hate the New Necrons, just jump onto the Hatewagon.

    Most of the time, they do not have any reason, thats why i asked. :D

    While i agree Matt ward isnt...the best.
    The new Necrons are good.
    Cronty likes this.
  10. Back on topic, you could have both playable and non-playable necrons.
    Say that Arkhona is a tomb-world (there are already supposed to be references to an ancient civilisation before the Imperium colonised it), but the necrons entombed within have been damaged by the wear and tear of time, resulting in mindless automatons that are controlled by the world's defence system / AI / protocol / whatever.

    At the same time, an invading union of tomb worlds/dynasties invade Arkhona in order to wrest it from younger races, though are seen to be invaders by the defence / whatever thing and mindless NPC necrons also fight playable necrons. Thoughts?
    Mngwa likes this.

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