Background Image

Sub faction traits.

Discussion in 'Orks' started by Dakiaris, Sep 29, 2015.

  1. Dakiaris Dakiaris Curator

    They already stated that each subfaction for all races will get special traits. What do you think the orks will have? All sub factions will be good at everything so you don't feel limited but some will get a small edge over others. The trees I mention are just the talent trees which they already stated we'll be able to go into all of them as time progresses.

    I'm leaning to this
    Goffs 10% melee damage more tanky/melee oriented tree
    Evil sunz 10% vehicle armor more siege and vehicle tree
    Bad moons 10% better accuracy tree is dedicated to making shooting better
    Deathskullz recover 20% ammo from corpses tree is dedicated to scavenging and upping armor
    Blood axes 20% bonus damage from flank sneaky tree that is balanced between shooty/stabby


    Anyway this is just what I kinda hope for what do you hope for the boyz.
  2. Tarl68 TARL68 Arkhona Vanguard

    rethink your %'s closer to the 1% mark then the 10% mark
  3. Lol that would make them not worth developing

    I really dislike the % difference idea
    It's so much not representing a subfaction

    Think more about special stuff a subfaction can do that another subfaction can't do
    Also I would love to see 1 or 2 special things subfaction wide
    And 1 or 2 special things per class in a subfaction

    This way it shouldn't happen that there are classes in a subfaction which never is used

    For example could a deffskull faction ability be to paint 1 load out item blue for free
    Another could be that they can loot armor or ammo from dead orks and enemies (while other orks just can loot enemies)
    Or have deffskull tanks be able to loot enemy tanks for extra armor or extra boom
  4. ...Then the differences would do jack shit in the long run

    All of the clans might as well be chosen by "what's your favorite color" instead of, what interests you the most
  5. Bentusi16 Bentusi16 Prefectus

    Actually, I know it sounds stupid, but that 1% thing absolutely does make a difference when taken on a statistical level.

    That being said, I think one thing they could do (and steal from Kill Team) is to give unique clans easier access to certain classes. Blood Axes could more easily put Kommandos on the field, for example.
  6. Tarl68 TARL68 Arkhona Vanguard

    sine the devs have said repeatadly that they dont want subfaction traits to greatly influence a players decision on what class they should play ... like if you dont make a blood angel into assault marine then your wasting your time,

    then I'd suspect that any % increase to any game statistic would be minor in the extreme ... consider WoW where a characters race gives you exactly that .. a 1% increase to a statistic
  7. they also said that you will feel like being one of this subfaction
    and 1% difference does not make me feel like anything ^^

    so thats why i said
    give them something for each subfaction
    give them something for each class in each subfaction
  8. Yeah, those percentage buffs for sub-factions are not wise in my opinion. If a player wants to play a shooty Goff they shouldn't be at a statistical dissadvatage. It encourages all players of any class to play a single sub-faction. It would also make balancing the game more of a pain.
    I'd much prefer sub-factions to be cosmetic and fluff only. That said, Dakkaeye has thrown out some good ideas, and if there are to be percentage buffs, I hope they will be tiny. For some reason I've always liked tiny meaningless stat differences in games.
  9. Dakiaris Dakiaris Curator

    It doesn't have to be any combat things I was giving those as a example.... It could be something like this.

    Goffs 10% bonus xp from melee killsassists
    Evil sunz 10% bonus xp from vehicle kills/assists
    Bad moons 10% bonus xp from ranged kills
    Deathskullz gain xp from scavenging
    Blood axes 20% xp from headshots and backstabs

    it wouldn't give any combad advantages and give a nice little chunk of xp for doing things that are more related to the factions.

    I ment this post mainly to be what kinda bonuses you would like to see. Most of the combat bonuses I'm assuming are going to be on each factions tree which brent stated awhile back we'll have access to all of the trees regardless of the subfaction we choose we'll just have to work to get over to the other trees.


    Also the % bonus I give as a whole are just pulled out of my ass so take those with a grain of salt lol.
  10. Tarl68 TARL68 Arkhona Vanguard

    fair enough ..

    just keep in mind that when the game gets released a player will create a character and select its subfaction at that time ... thats just like the character generator screen,

    so your character will be "locked" into the subfaction and therefore "locked" into any benefit/penalty that subfaction brings with it,

    if they make it so a sub-faction is better then others at a particular class/weapon (or worse then others at one) your going to be stuck with that decision for the length of time that character exists,

    we used to argue that RP bonuses were a better way to work the traits then % stat increases etc, but the devs have shelved the RP system

Share This Page