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The Waaagh! And Its Effect On The Individual Players.

Discussion in 'Orks' started by Fireeye, Jan 7, 2014.

  1. Fireeye Fireeye Well-Known Member

    Now, we all know that Orkz and orky stuff gets better the more of them fill the battlefield - partially because a hundred choppas are better than one, and partially because the Orkz unconsciously form a psychic field.

    Amongst other things, this field tells the various Orkz who's in charge (thus reducing the death of a leader to a very temporary problem), decreases the chance of Orkish technology malfunctioning (and killing the user), powers the Weird-Boyz abilities and also enhances the Orkz' own courage in battle. In short, the WAAAGH!-field is integral to Orkish forces.

    The question, then, is how we should translate this into a MMO FPS. There are numerous options, such as buffing players if they are in proximity to other Orkz, or instead debuffing enemies surrounded by Orkz.

    In any case, however, we'd have a problem: If we don't make the WAAAGH! effect significant, we might as well leave it out, but if we in turn would make it to strong, we'd have to reduce the Orkz' base combat abilities, which subsequently would put Orkz at a disadvantage whenever they are in no or in a smaller mob.

    So, what shall it be, then? Mandatory mobs, or only minor advantages through mobs?
    Rickmar and larrs like this.
  2. Well the Orks will be the go to place for F2Players. Those players will have a significant disadvantage. Let's face the fact that a majority of shooters do not encourage group cooperation. The WAAAAGH! can reinforce that.

    F2Players alone will die real fast as they don't have the benefit of the WAAAGH! whereas those that stay close and join a warband, they'll receive a buff to their endurance and attack that stays until they leave the band.

    Paying players will probably receive more benefits that are just as orky. For example, p2players in a warband will get a larger cut of the rewards because he's bigger; and he can get a 'Back fer annnuva go!' perk that reduces his respawn time. This sort of thing encourages group mentality and the orky way of fighting, aka da WAAAGH!
    Fireeye likes this.
  3. Bossaroo bossaroo Well-Known Member

    I very much agree with calloshooty and his ideas mine are that a F2P ork boy should get buffed with a mob but not severely punished without one I mean the devs nor does anyone want to force a play style on anyone boys in a mob should allow them to take on a squad of tactical marines while a Lon ork boy could with enough skill( to pay the bills lol ) kill a Lone tactical marine. P2P players should have a similar system buffed but not punished for in a mob or not. These are my beliefs and are subject to change ( curse you tzench you big dumb bird )as the conversation continues and good points are made.

    P.S stuff in parentheses () are jokes
  4. Since it is a strategic campaign based game, centered around 4 different factions, why shouldn't grouping with your faction be encouraged and rewarded?

    Should we really cater to the lone wolf crowd? To the detriment of the majority of the community that will be fully participating in the squad/platoon mechanics within the game? Why not make the Waaaaaaagh as powerful as it is in Lore? Why not have group/squad or Area Effect requirements for the Waaagh Mechanic?

    In instances where you ... by chance... end up separated from your group, sure, the Waaaagh mechanic should give the individual player some sort of buff, however it should also have a cumulative effect(and more powerful effect) when used by multiple Orks in close proximity to each other.

    FTP Ork Boyz would benefit from grouping and being in close proximity while using the Waaagh mechanic. Throw in an "Ork Boss" PTP class that's grouped with them, with his AOE heals and AOE buffs, now we're talkin bout a proper Green Tide.
    Alldoom, HAXTC, Ahremer and 1 other person like this.
  5. No loner buffs, that would still encourage lone players. That not only goes against the game(use the group to achieve objectives) that goes against lore(Orks alone don't last too long. Even bosses have met their end after being separated from their WAAAGH!)

    If anything, it should only appear in a group. Even being a pair of orks will grant it. And the more there are, the more it stacks. To be fair though, it shouldn't do too much. It should just raise endurance and movement speed by small increments (translation of tabletop rules where the WAAAAGH! grants ork mobs much further movement).
  6. The most obvious answer is the more Orks that are in X of a player grants him a +0.X% buff to health, regen, attack speed and damage. Which could be a little tough if not balanced correctly.

    I'd say make it a Psyker type skill, number of player near the strike leader generates X Waaggh!!! depending on how much Waaaggh you have the strike leader can utilise certain skills e.g. with Y Waaaggh!!! all nearby allied Orks gain +10% health and damage. With Z Waaaggh!!! Orks who die in the next 15 seconds automatically get back up with 10% max health.

    A useful tool (or possibly just a bit of fun) would be to have Waaaggh Power, power up players. Orks in an area generating a lot of Waaggh will be bigger and greener than Orks with little or no Waagh.

    (Interest would be seeing if Orks get Waaggh will Chaos get favour of the Gods?)
    Ahremer likes this.
  7. Mr Grim New Member

    We still don't know how strong DA BOYZ will actually be, but here are my thoughts on how the WAAAGH! should be implemented:

    First of all, a normal boy gets crushed by anything except another ork boy or the lower tyranids. Lorewise it's the only possible way to go. The strength of the orcs comes from their numbers, with the orcs themselves and their weaponry getting stronger because of the psychic field that builds up when they gather.

    Now ofc we're not dealing with real orks here, we're dealing with humans that are playing orks. While real orcs respect and are intimated by the bigger orcs, the average gamer is not. This is why boyz will need incentives to stay near each other and a nob or warboss. This would come in the form of passive perks that makes each individual ork stronger depending on the amount of orks that are in the area.

    To control a mob, a warboss class needs several crowd buffs that help keep the mob in check and focused. The most obvious of these abilities would be the WAAAGH!!! ability of course, which would give a attack and movement speed bonus for a limited time. Power is dependent on the amount of orks in the area.

    A fight against orks should gradually become easier as more orks die and the rest of them weaken because they lose the passive effects.

    Lorewise, an ork also starts growing as other orks gain more respect for him. A mechanic that allows boyz to grow depending on the amount of kills they get in that live while in the vicinity of other orks would also be pretty epic, as this encourages orks to stay together as well. It doesn't have to bring any significant bonusses, just being able to show off your "killstreak" by how big your will encourage people to stay together. When you do inevitably die, you return to your normal size and start all over again.

    This is kinda off-topic but it'd be awesome as well if a painboy could give you a cybernetic upgrade while rezzing you, as this would give even more incentive to attack instead of being a coward.
    HAXTC likes this.
  8. Fireeye Fireeye Well-Known Member

    The "boy gets killed by everything else" does not apply. Devs said that F2P boys can potentially take down a space marine; their limits are more tied to which "side-weapons" they can unlock. Think of TF2's alternate weapons, etc. As such, forcing the F2P boys to fight with the mob because they can't to jack otherwise won't work.
  9. Mr Grim New Member

    Yeah, I read that as well. A shame tbh, Still hope orks will get more boosts than other factions for fighting together.

    Though if that's their stance on the ork boys I don't think they'll be able to implement the IG ever.
  10. Orkman D Orkman Curator

    I say we give a strong buff to team playing. After all, would it really be a proppa Ork fight if we let gitz just go off by themselves? No. As much fun as it would be to see a lone Ork tearing into people, I think we can all agree a mob of boyz should beat a single boy in effectiveness.

    I also move that we make a buff under the health bar (mmo style) called "Where da boyz at" or "Where'z da good fights, boss?" to further pound in the importance of team play as an Ork whenever he wanders off.

    By all means we don't have to be in perfect sync, in fact, Ork play should represent the pure chaos of the battlefield. But he should be fully effective with boyz nearby. I think it should come down to distance, among other things. How far should they make the field of effect? I was thinking for every Ork in....100 feet? That or perhaps a smaller distance but telephoned ( Boy A can be 30 feet away from Boy B and still get the buff, but also get it from the Boy C that's 58 feet away thanks to Boy B being close by.

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