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What Is Combat Like In Eternal Crusade?

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

  1. Tekky Triskelion Prefectus


    well, balancing should work around the general lore in the sense that nothing should be overly effective unless there is a viable counter. In this case, having terminators be horrendously slow (which they probably will be) but allow melee terminators to utilize a gap closer (such as teleporters) to effectively deliver their attacks would seem almost required. In the sense of using larger scale tactics like mass teleports or drops, there should be something in-place that allows that to happen, but can be countered, like the teleporter beacons, or even having a squad leader dictate the final location (with potential drawbacks, such as % to fail a teleport when further from friendly lines, a beacon, or some other system, which happens to be completely lore friendly).
    KromDuskRu likes this.
  2. Anshar Anshar Master

    Right, but all other races need the same, which isn't always lore friendly. Everything has strengths and weaknesses, can't find a workaround for everything or it gets op.
  3. Yeah exactly. I'd like the ability for Assault Marines to carry a teleporter beacon to allow Terminators to perform a rapid assault.
  4. Tekky Triskelion Prefectus


    But all of that has to be determined by testing in the first place. Making things balanced doesn't mean they can't also be lore friendly, 40k is flexible enough to come up with new technologies and implementation where required, since the lore itself is based around a tabletop game which requires balancing in the first place. Inspiration should be grabbed from that, and as such, things like rapid response deployment should be seriously considered when dealing with armies like space marines and chaos marines, as that is at least partially their purpose. In the case of the other armies, they shouldn't play identically because then picking a specific army wouldn't be as fun, but they should possess the necessary counterplay to remain powerful, like the army choices present in games like starcraft.
  5. Tekky Triskelion Prefectus


    This is the kind of thing that I think would work perfectly, since the time and effort required to do that supports large armies and small-scale coordination to pull off (since you would be trying to defend the assault marines attempting to plant a beacon for a counter attack). That's the kind of thing that this game needs to get right, because whether we are dealing with skirmishes or large-scale open world combat, it needs to feel "right" in the world of 40k.
  6. Yeah it will take a lot of balancing and tweaking but that's what beta is for.

    It fits perfectly in with the Lore and allows co-ordinated tactics in a game that otherwise is just a zerg fest.
  7. Anshar Anshar Master

    Eh assault marines can jump walls too quick, make it a bit harder and give it to tacts.
  8. Wouldn't make much sense, just give it a minute setup time or something.
  9. JohnRonald1 New Member

    I really wanna see termies have the boss abilities to throw tanks or powerfist their way into the hull of something and rip out the engines. If they are gonna be upgrade/timed they need to be pretty bad ass.
  10. Any normal marine can use powerfists too remember :)

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