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To The Skies!

Discussion in 'General Discussion' started by Demetri_Dominov, Mar 3, 2014.

  1. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    Late night ideas for the differences between Jump Packs and level design advantages of the 4 races. Chip in as you read!

    Space Marines - Standard Double / Wall Jump. Can hop, and then "jink" by firing the thrusters to full while strafing, making a semi-horizontal jump to the side. Can opt to ground pound or "soft land". Can Wall Jump once. Perks/upgrades/ect. can make Thrusters burn enemies.

    Chaos Space Marine - Standard Double / Wall Jump. Can hop, and then "jink" by firing the thrusters to full while strafing, making a semi-horizontal jump to the side. Can opt to ground pound or "soft land".Can Wall Jump once. Perks/upgrades/ect. can make Thrusters burn enemies.

    Orks - Jump Pack is all or nothing. Flies much higher and faster than a MEQ Jump Pack. Spirals like a bottle rocket. Lands rough every time - auto ground pounds - harder than SM's base damage is higher. Can wall jump once. Perks/upgrades/ect: Red Paint = Faster Rockets. Yellow Paint: Rocket explodes when you "land", turning you into a guided missile. Grott Guided Missile: Allows you to bail out before the rocket explodes.

    Eldar - If Warp Spider: Teleports to Target Location. Cannot Wall Jump. Cannot ground pound.

    Perks/upgrades/ect.: Faster teleport times or a smaller requirement to do so.

    If Swooping Hawk: Jump is the same height as a SM. Can Triple Jump. Can Wall Jump indefinitely. Cannot Ground Pound.

    Perks/upgrades/ect. Plasma Grenade drops where you would be ground pounding instead. Explodes on impact.
    vaevictus333 likes this.
  2. Havocnought Member

    I like what you have here, I would probably make the differences between the SM and CSM a little more varied, rather than exactly the same, like maybe the SM's (because they have stayed loyal) have more advanced cooling systems in theirs, and therefore their jump cooldown is faster than CSM. And while SM do damage on dynamic entry, CSM use something like 'chaos flame' or something to deal minor searing damage for a little while.
    I like your ideas for Orks, but the Yellow Paint worries me and might need some trouble shooting, like what does 'bailing out' mean, do you loose your rocket and just become another shoots/slugga, or do you effectively become an airborne tankbusta leaping into the air every 3 minutes after cooldown and firing your missile at people. Not that I don't think Orks shouldn't have the dakkaest rockits in the game, we might just need to tweek it.
    I wouldn't make any changes to your swooping hawk idea, I think that sounds awesome, but for warp spiders I have always thought from a tactical perspective it might be better to have the teleport based upon targeting an enemy and you automatically teleport x many spaces behind them, facing them. this might be a little bit cheap, and maybe forcing people to be more tactical would mean that Warp Spiders didn't become stupid in the hands of trolls, but I can only imagine the frustration of constantly having to realign yourself after every jump.
  3. Rusty Rake RustyRake First Blood!

    always maximum lols when stormboyz score retreat kills/wipe units like that in dawn of war 2

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