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What Is Combat Like In Eternal Crusade?

Discussion in 'Ask the Team' started by BrentEllison, Oct 19, 2013.

  1. I don't think Jump Packs will be that common (At least i hope not)
  2. Ultenth Ultenth First Blood!

    On the subject of Terminator armor, pretty sure the lore for most chapters was that even if you had terminator honors it didn't men you had 24/7 access to the armor to use for every little battle. These are ancient and powerful suits, and only ever really used for major battles.

    So some sort of threshold for maybe how large the battle is, combined with a resource cost to spawn as one seems well within the lore to me. Romping around all the time in the armor while cool, does break the lore a bit.

    With ability bars they are only saying "no bars" to let people know there are no standard mmo style hotbars with tons of abilities on them. There will be a limited quick menu with a few abilities based on race, class, and weaponry that will be used similar to abilities in Space Marine.

    The jumpjet, teleporting, or drop pod issue seems easily solved via longer cooldowns, imperfect mapping of enemy forces, and slightly imperfect accuracy.
    KromDuskRu and TrollKommando like this.
  3. Make sure to ask these questions in the Q&A on MMORPG.

    They will most likely get answered.
  4. Yay, just read the post about the classes. I promise to be the bestest chaplain, ever!

    Are they going to primarily be buffers? I hope they get some badass quotes to shout when they boost the damage of their brothers or strike fear into the enemies hearts. :)
    Maelstrom567 likes this.
  5. They should be close combat beasts as well as buffers!
  6. Hudson Member

    The way I take his post and how it will work in the game is this:

    Your in a battle 50 vs 50 Player A and B both have selected to spawn as a termie. This spawn cost req points that both players have to pay out of their pool or maybe their squads pool. (The points allow so you cant spam the most powerful unit over and over). But also in a battle of this size there is a limit on this type of unit that can be spawned at one time. So Player A spawns as the termie and plays this role until he dies. When he dies Player B spawns as the termie on his next spawn. This kind of balancing will allow for everyone to play that role at a given time and limit the amount of termies on the field.

    And my thought is that all weapons may have this req point spawn. So you wont see everyone carrying around a power weapon all the time. Remember Most of the battlefield should be filled with the standard troop choice. When it comes to SM this should be a marine with a bolter. So if every weapon is spawned with req points you would have to make a choice. Hold on to you req and vanilla it for a while and save up to spawn as a termie or spawn each time using 10 req points for a weapon upgrade and hope that upgrade allows you to earn a req profit earning up to the termie points value.

    And this my friends is how the classes would play into this. With four default options you would have a CQC default spawn pistol chainsword, default tact marine with bolter knife, dev marine with default heavy Bolter, and the 4th is a scout class with sniper rifle. During the battle you earn req to upgrade from there.

    the rgp element would be in unlocking the weapon. For example during a huge battle the loot drop is a relic bolter that shoots hellfire rounds. You equip this item and them the next battle you are allowed to spend req to purchase this item during the battle.


    hope you can follow this long post. It makes since in my head and I feel this would allow us to have access to cool special gear that others may not have but at the same time keep the game centered on the lore where not everyone at one time has uber gear.
  7. GitzStompa GitzStompa Subordinate

    I hope assault troops can use their jetpacks/rokkits as weapons. If I'm not mistaken, in Space Marine there's a talent which allows you to deal damage when you land. This could work very nicely in EC. Also, regarding orkz and rokkitpacks, there could be an option to make yourself explode in mid-air or when you land ;)

    So far, the combat sounds really nice! I hope it's like a mix of Space Marine/Gears of War with the blocking system from Chivalry:Medieval Warfare or Dark Souls:)
  8. I hope you're actually able to take cover.

    Despite some of the lore stuff you kind of need to if you're against bolters.
    Maelstrom567 likes this.
  9. Stormbringer Wolffkhran Subordinate

    You can hide behind the imperial guard and use them as cover. Surely. If we're going to be sticking to the lore anyway.
    Revenlear likes this.
  10. KnuckleHead KnuckleHead Subordinate

    So far, I'm liking where they seem to be going with the combat. Space Marine is no doubt a good inspiration and having melee and ranged being based on proper aim is great, just hope it works out in the larger MMO environment (lag etc).

    Looking forward to learning more about the combat aspects of the game. As an Ork, it's my primary interest. :)

    /K

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