I don't think anyone is arguing the SM should be the only factions that have allies, IMO one way they could attempt to balance a faction that has allies against ones that don't is to use both of the allied factions pop when when determining who gets attacked by the Tryanids more. Also CSM could get deamons as allies and Orks will hopefully get the F2W players when it's added after launch. Honestly I believe that new Xenos races should be added before any allied factions/subfactions are added.
1. Individual Guardsmen are too weak. Actually no single member of the IG can go toe-to-toe with a SM/CSM/Aspect-Warrior. (Maybe an Ogryn with an Orkboy.) 2. NPC-Squads suck. 3. Giving the IG tanks on the other hand would make them overpowered. So unless we get scores of F2IG who don't mind dying en masse for the amusement of SM/CSM/Ork/Eldar-players, there will be no IG. I have a proposal: No new IG-threads until Tyranids, Orks and Eldar are in Closed-Alpha.
Didint think their was so meny other IG threads already and i agree to weit. Love to see the eldar and the ork boz!
Ig can only work . if you were a leader of a group of npc guardsmen. Though be will need really good ai and let a ig be able to control a squad of 32 npc guardsmen. Or / since sm are already in . guardsmen will be with his sm counterpart that csm will likely likely shoot sm marines before fighting guardsmen . though having mix of guardsmen and sm marines will balance the guardsmen in the fight . though guardsmen should get a really fast spawn rate. Als, be could use the Ai from the tyranids and apply it to guardsmen both traitor and good and just have them npc only. Though lots of guard fans will be pissed .
these IG fanboy requests get on my nerves. but I will give you all a dark warning, if it is even as much as being considered by the team, I shall go on relentless crusade of myself, not an eternal one mind you, because i shall taste victory. And my crusade is simple: if there is EVER IG in the game I demand titans. TITANS. I shall pop up at press events. That stripper BE hired for their xmas office party? That was me, you'll find the real stripper tied up and gagged in the broomcloset. I shall be the man in the middle during crucial games workshop- bhvr communications, and ill say TERRIBLE things about matt wards mom(s?). Be warned, mortals.
First of all, what gets on my nerves is the SM fanboy attitude that; 1: All 40k games must be built around Space Marines. 2: All other Imperial factions must be excluded or subordinated to the Space Marines. Because the fact of the matter is, that approach really sucks for all the other Imperial factions. Space Marines are not the Imperium. Now, with that out of the way, if we're going to implement the Imperial Guard we're going to have to fix the open world first, or at least get close to it. After all, it's hard to capture the essence of a massive army like IG if you only have 12 troopers to work with. We're also going to want some sort of resource system to help balance their toys, and a rudimentary construction system would also be a plus. So we've got a long road ahead of us. Once all the prerequisite systems are in place, the hardest part of getting the Guard in will actually be done. From there it's simply a matter of capturing the spirit of the faction: Guardsmen, on average, should have about 67% of the EHP (that is, HP+armor+modifiers) of a Space Marine. This should be enough that both sides can viscerally feel the difference in squishiness, without being overly crippling in terms of TTK. Strictly speaking, Player Character Guardsmen would generally be considered to be veterans who are better equipped than your average conscript. Lasguns should have low damage per shot but high rates of fire and large magazines, keeping them roughly competitive in terms of DPS. This is less about the performance metrics of the lasgun itself (though we can easily fluff it), and more about creating the sensation of a hail of laser fire whenever the IG shoots at you. This helps you feel like you're fighting more of them than you really are, so that they can create the feeling of a numerical advantage even when they don't necessarily have one. Lasguns should also be very easy to use with a shallow learning curve. This helps IG get good results out of zerging because the lower half of their bell curve can contribute more. Guardsmen should have easy respawns, easy healing, easy revives compared to most other factions. Life is cheap in the Imperial Guard, these mechanics reflect that in addition to reinforcing the feeling of having more boots on the ground than are actually present. Ideally, the IG UX should even be designed so that players don't even really feel bad about dying. It's a good day to die, when you know the reasons why. IG vehicles should be stronk. If you go up against IG without bringing adequate AT, you're gonna have a bad time. That's just the way the faction is. LRBTs should be straight up immune to light AT (heavy bolters, autocannons, multilasers and similar) from the front. The Imperial Guard should generally have easy logistics. As a faction, they should be exceedingly efficient at moving a metric shit-ton of people and stuff from point A to point B. They may not sneakily pop up out of nowhere like the Eldar, but if they want to zerg something they will make it happen. Finally, IG should have support classes that act as powerful force multipliers, especially if they can be implemented in a way that emulates a chain of command. What this does is it created a massive qualitative difference between a lone guardsman or gaggle of unorganized guardsmen, and a group of organized guardsmen led by competent officers.