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What Stronghold/outpost Upgrades Do You Expect To See?

Discussion in 'General Discussion' started by Benny, Jul 7, 2014.

  1. Benny Benny Master

    http://www.jeuxonline.info/actualit...nous-parlent-warhammer-40-000-eternal-crusade
    "Some parts of a stronghold can be destroyed in order to facilitate an assault but the main objective will be to capture it and not destroy it. Then, players will be able to repair it, add upgrades, etc if they have enough resources"

    This is by far one of my most anticipated features of Eternal Crusade. I really hope BeHaviour takes a page out of Arenanet's book & considers adding upgrades in a similar fashion to Guild Wars 2:

    http://wiki.guildwars2.com/wiki/Structure_upgrade

    In Guild Wars 2 you can hire guards to:

    * Protect supply carvans
    * Patrol exterior of stronghold/outpost
    * Increase the # of guards
    * Increase the level of guards etc

    You can upgrade the structural durability of:

    * Walls
    * Doors

    You can add siege weapons:

    * Mortar
    * Cannon
    * Pot of Oil

    You can add utilities like:

    * Merchants
    * Workers that repair walls/doors etc
    * Create waypoint etc

    Obviously all the upgrades in Eternal Crusade will be more advanced & race appropriate but its applicable.

    For example:

    Orks could have grots running around repairing
    Space Marines could have techpriests repairing etc

    -Why This is Important-

    * Being able to upgrade territory allows defenders to prepare a suitable defense.

    * It gives occupying & capturing territory purpose & makes it more enjoyable.

    Story Time

    I'd like to share an experience in Guild Wars 2 that if done right could very well be applicable in Eternal Crusade.

    Our clan captured a stronghold. Once everything was upgraded, we gauged the direction our enemy would most likely attack from. Then, we took every single piece of artillery available in the stronghold & began sighting it in. A member would fire the artillery & we would watch where it landed. We adjusted the artillery fire so that all artillery would coincide exactly where we wanted it. Then we waited...

    A group of 50-100 players came approaching the stronghold. We held all artillery fire until they were into position....then let everything loose. Within a few seconds there were 30-40 people in a "downed" state, near death. Those that survived attempted to revive their fallen. They met the same fate. Many laughs were had. They didn't attempt to attack again while we were online.

    What types of upgrades do you expect to see? What kinds of upgrades would you like to see?
  2. Mngwa Mngwa Well-Known Member

    Added guns and turrets, medical stations/ammo refills, NPC-guards...

    Most interesting would be additions unique to locations. A tall, mountainous objective could have a large, special gun battery added to the side, another one could have shields that have to be repaired to help defend it, etc.
    Ulfgard likes this.
  3. It really depends on how it works, will we have to rely on the war council or can any player help upgrade the strongholds.
    IMO all players should be allowed to fortify a stronghold, by going upto turrets, breakable walls, god knows what else, and spending a bit of our Req to upgrade it. Not instantly, a player can put in some Req, then it comes up saying it needs X more Req to be upgraded. Something like that.
  4. Joram Joram Well-Known Member

    Defensive weapons, a few friendly npcs to prevent some idiot ghostcap an entire base, fix broken walls/doors maybe even reinforce them, some kind of defensive perimeter being trenches or deployable cover, mine fields and stuff like that.
    Ulfgard likes this.
  5. As others have said it would probably be upgrading walls, adding turrets, and npcs. But they could also have trenches, barbed wire, mines, mortar teams. Basically make it so one base is extrwmely fortified to act as a forward operating base where we can launch attacks on the enemy.
  6. Diasaffected member Norm Well-Known Member

    2nded.


    Also webways/landingpads/warprifts for players and armour units to spawn from, could be destroyed to prevent defenders spawning? Maybe even recon devices that reveals enemies in a set radius.
  7. Nergal Kadu Active Member

    A chapel.... to pray, of course.
    When I'm not in battle, of course!
  8. I would like to see as much upgrades as possible!

    -Some NPCs related upgrades (Vendors, Servitors, Guards, Techpriest, etc) so the strongholds feel "alive".
    -And I 2nd the idea from Mngwa, Apart from the normal stronghold upgrades (walls, turrets, etc) I would like to see location specific upgrades - otherwise all strongholds will just be copies of each other.
  9. Diasaffected member Norm Well-Known Member

    It would be nice if players were able to sabotage bases. Shutdown auto turrets, auspex, open then gates. It would give stealth units really nice objectives instead of just sitting on sidelines trying to snipe into a melee or hunt down lone wolfs.
    Ulfgard, Mngwa and Osvega like this.
  10. Part of me bristles with hatred at the idea of stealth characters having a crucial assault and siege role, because they already have a unique area of strength elsewhere, but the underlying concept is a good one. One of the curses of stealth roles in WAR was that when it came to sieges, you were pretty useless. Actually, worse than useless in many situations.

    However, the way I'd solve it would be allowing a wide variety of characters to potentially have methods of undermining base defences, rather than handing a crucial role to a certain type of class. That would naturally be more attractive to stealth roles who would otherwise struggle in assaults than roles who could have other options to focus on, but not force them to play assaults in a certain way, or force assault groups to have to bring stealth classes to be successful.
    WarSon and Gottar_Krakdskull like this.

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