something like this is planed but its not a flagg its a relic or similar all 4 factions in a dungeon full of tyranids hunting for the same relic (or similar) and the first one who get it and bring it out of the dungeon will keep it (dont know what effect it will have on the war on the surface)
hmm dont know? i think that is some task for the devs or every faction will get something different from it which fit their faction
One thing I haven't seen discussed about Terminators Sprinting is Weight and Momentum. These are REALLY heavy suits. So even if you got to ramp up your sprint to run down some poor fool, if he/she/it were to dodge to say the right or left, you'd only be able to turn at 1) a slow pace 2) after decelerating sufficiently to rid yourself of the momentum generated. Say, after letting go of the sprint key you slow down over a 10 meter long strip. This would also potentially let terminators cause damage by sprint-ramming people unlucky enough to not get out of the way or bust through some light,player placed barricades or defense lines. This would also make them excel in their intended role: close quarters/confined space combat while not making them lumbering oafs waiting to get shot in an open field while charging with the rest of their crew. I did consider the scenario where they would just get kited by someone always dodging to the left/right and just running circles around them. Couldn't readily think of a solution so any input would be welcome.
I request that the founders package gives us a red cape so we can play bull fights with the charging terminators. Toro toro!
Any chance of automated turrets for when no one is in the gunner position? Very rudimentary but the machine spirit could be taking over. Maybe keep it to defensive weapons like storm bolters and the like so bigger guns need team work. I've thought of the Initiative stat as something that could be used to affect combat in the basis that the transition from to defense to offense or time before when you say roll and the character does roll etc. would be faster the higher the initiative stat. Long changes would be like a second of time (initiative 2) or fast .1 for (initiative 10). So an Ork on the charge attacks a shooting Eldar, but the Eldar can go from shooting to dodge in enough time to dodge and than the switch to melee just as fast. However, the Ork, having not being hit in Melee still has his furious charge (range damage wouldn't remove the buff) so he can switch to defense in a fast order. Blocking the damage, Ork keeps his initiative buff and tries to go back to attack, but the attack speed of the Eldar is too great and he strikes before the Ork can begin attacking after the change. The buff is lost and now the Ork must either keep attacking in combat or be out initiative(ateded). The Ork of course still has his toughness. Had the Ork stayed on D he keeps his buff, eventually the Eldar runs out of attacks (some sort of stamina bar runs out) than the Ork with furious charge still active can switch to attack pretty fast and than Waaagh the Eldar with the extra attack speed he has. In this scenario the Eldar would need to than use his initiative to switch to D or dodge roll, but dodge requires that same attack stamina bar. Something like that, at least is how I could see melee going. I always felt like Termis squads should be handled like block units in Fantasy. That they can go forward just as well as any unit but turning is something they can not keep up with and so a lighter character can get out of their firing arc, the same problem like uh.. an infantry sized tank they should be/are would have.
I'd like to see melee attacks slow down if they are spammed. That way going on the defensive is a viable strategy against a reckless opponent: he tires himself out, slowing down, and then you have a chance to counterattack.