Simulating the Green tide, one of the strongest features of the orks, how should it be done? It seems the one difficult, even in concept, discussion is how to simulate the waaaghhhh or green tide that the orks bring, well let's STOMP IT GUD and find some gems in the rough Please by all means type ideas, i've seen some great stuff suggested. Such as, killing someone in melee gives you a free respawn, or a painboyz stomping an ork corpse gives someone a free spawn. That is what I really hope to come out of this thread, gems like that. If you are only here to say I don't like torrs polls, then please make your own poll for that
This is a hard thing to tweak! Initially I thought about being able to spawn on nobs, but WAAAGH banners is a good idea. As well as spawning on your squad leader, maybe he'd need to be surrounded by a few other Ork players before it'd work.. Who knows, but I agree with you. The Green tide is important, Orkz are NOT a canon fodder numbers race.. But we do have numbers and are known for drowning our enemies in tides of unstoppable, green muscle, I hope that's reflected by clever gameplay mechanics.
reduce spawn time during waaagh + 1 free spawn next to the squadleader or to a special hero (waaghbozz?) during waaagh (maybe the waaghbozz should have this ability in general?)
Waaaghboss! Hahaha, that's awesome. Maybe that should be my rank as da Warboss of Da 'Ard Waaaghboyz! But the spawning in on a squad leader or other such unit, as I said above, would be a pretty cool feature for the Orkz.
-Being able to spawn near Nobz, elites and hero units seems to be a decent way to try to get the horde effect going. Orks follow the biggest and the strongest anyway, so to simulate that effect we should have the boyz gather around the biggest Ork on the field. Utilizing the nob units as temporary spawn beakons (till they die) can help bring the feel of a large mob without necessarily needing the numbers. -Another way similar to that, as long as there is a nob, elite, hero unit on the field, Ork respawn timers are way shorter. -An Ork pressing the dedicated WAAAGH! button-because we need a dedicated WAAAGH! button -decreases timers on dead and respawning Orks by 0.3 seconds. Which doesn't seem like much, but when you have the entire Ork team WAAAGHing it up, they can decrease that respawn timer effectively. Pretty akin to "calling the horde". Coupling all of that together and you can have Orks spawning in like crazy, bringing the simulated effect of a large, seemingly endless mob that the Orks have going for them.
I picture a slowly building army-wide resource that grows with both Ork kills and deaths. If you've played Dawn of War 2, it would be a lot like the WAAAGH! resource in that. As soon as it fills up, for 30 seconds re-spawn timers are reduced and you can re-spawn on squad leaders/elites/Heroes. Heroes on the field cause this resource to charge faster (every Ork kill will count for 1.5 on the meter). And, of course, when it triggers, both teams hear a propa "WAAAGH!"
The Biggest and Strongest Orks should be able to be spawned on should they be out of combat. You can respawn faster as an individual based on EXP you collect with each life. Therefore it's dependent on individual contribution on how long you respawn.
I think veteran classes should get deployable WAAAGH banners as spawn points OR bosspoles to let themselves be a spawn point with a slight cool down time for their squads. Also a Warboss should always be a spawn point with no cool down that can be used by the entire team.
I wish ot was a passive buff that builds with the more we do. Slowly adding move speed and toughness maybe melee damage. Starts small and gets bigger, but not so big that no one can counter it. Maybe when the waaaggghhh is high enough being within like 20 m of a warboss goves a big boost encouraging people to go where he goes.
already covered on the WAAGH idea. even got positive feedback from devs. http://forum.eternalcrusade.com/threads/gretchin-lovers-suggestions-thread.207/