Warhammer 40,000: Mechanicus

youtube.com/watch?v=9gIMZ0WyY88

"Augment: Flesh is weak! Upgrade your Tech-Priests’ limbs with mechanical augments made from the blessed metals of the Omnissiah. Customize your team with hundreds of possibilities, creating a squad to suit your playstyle.

Difficult Decisions: Make tough decisions that will forge the future from your Ark Mechanicus, The Caestus Metalican, and send you towards alternate endings for a truly unique playthrough.

Experience the Noosphere: Use the Adeptus Mechanicus’ evolved human cognition to scan unexplored tombs for valuable data in order to gain a tactical advantage over your enemy.

The Library: A compelling story written by Black Library author Ben Counter, specifically crafted to fit the unique personality of the Adeptus Mechanicus faction."

What does Veeky Forums think?

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It will probably be shit, but ill play it.

I barely know what that would be. Would it be a Darkest Dungeon like Forgeworld looter RPG? An ARPG? An FTL like game based on written options?

I think it is a turn-based strategy game, like Deathwatch and such.

Also btw
>Check 'em

Why don't they just grab Firaxis and say: let's make XCOM: Deathwatch?
They keep giving the license to any literally-who that promises a mobile game port into PC.

I'm looking forwards to it. Even tho it isn't an fps or even rpg, it's cool to have an AdMech vidya. The teaser has already provided good material, and the pictures promise. Let's see how much they fuck up

That, I don't know. Probably the companies developing these vidyas are paying for the license. And GW is very fond of money, so the more licenses sold, the more money they gain. Also yes, a big company making a big game would be great, but I don't think that big companies are going to just throw a great amount of money into a game with limited playerbase. I doubt any 40k game will attract players as TW:WH did

>let's make XCOM: Deathwatch

I've wanted it for years

There're a lot of potential vidyas based in the 40k universe. Like a Battlefield-esque fps featuring Guardsmen dying by the millions, an first person adventure game set in an Inquisitorial/AdMech/whatever team that is following a certain clue...

I'd call it an rpg judging from the customization elements desu.

The problem with the "guardsmen dying by the millions" bit is that, as we've seen from Eternal Crusade, you need a huge playerbase to have huge battles. With the small playerbase that would actually be interested in a 40k game, a small-scale singleplayer game like the adventure one you mentioned is pretty much necessary.

Easy, that's what bots are for.

You have NPCs control the Guardsmen, while the players are Scions or even Spess Muhreens

So exactly like literally every other shit game they develop every month? Boy am I excited, can't wrap my head around why all their games end up flopping thinking emoji

The people making it seem to have mostly done RPGs, dungeon crawlers, and sim-city style building games.

and, indeed, the about page of the game makes it sound like a dungeon crawl-y RPG with base building elements aboard your ship.

> npcs are conscripts with little to no “””armour””” and basic lasguns
> players being veterans have “””armour””” and access to better weapons ie. plasma, melta, etc

Fund it

This game will be pure pay to win cancer

Looks neat, though I'd like to see some gameplay.

well, its 40k after all.

>Devs have only made phonegames before now
It's going to be garbage but the devs would have to be real into the mechanicum to go pure robobros so I can appreciate that at least.

There was this idea I had for a full on MMO 40k game, on par with planetside for scale but properly ramped up to be really 40k, and all the factions would have different player mechanics to them.
Broadly speaking, they'd be split into two or three main types:

>swarm factions
Imperial Guard, Tyanids, and Orks. Players control individual units like other factions, but they can give commands to subordinate NPC's/bots, ala battlezone.
Possibly have guardsmen players start as guardsmen (albeit free to go where they wish, unlike the bots) but have to earn being a Sergent.
Tyranid players start out as Warriors, and progress by upgrading the broods they control, improving their actual synapse creature, or progressing to even more powerful synapse creatures that can control larger broods.
Warrior -> Zoanthrope -> Tervigon -> Hive Tyrant, and so on
Orks, kinda the same deal, except they just continually grow as they fight. Players who survive for longer become nobs and warbosses and such, with some sort of soft/lesser reset on death to prevent there from being too many.

>normal factions
Tau, Mechanicus, Sisters; minor factions like that. Every unit is controlled by one player, standard stuff.

>elite factions
Marines, Eldar, Necrons, Chaos (probably with some kind of swarm mechanic for warriors and the like for necrons, and cultists for chaos);
one unit to one player like normal factions, but actually make them properly powerful, and thus required some kind of population control on the number of players for them. A squad of space marines should be a major threat on a local scale, but there should never be more than a few companies of marines per chapter (depending on the scale of the game) at any one time.

Maybe the Elite armies are some kind of "power up", after achieving a certain number of points/lifetime, you get access to them. They would still be limited, with a maximum number per team

Possibly; I feel like it'd just result in players who want to be muhreens or whatever fucking around until they can play what they actually want to.

Some form of queue system would probably be the best, with elite factions having very strict AFK timers or requirements for activity, perhaps.
Like, "if you've been AFK for an hour, you're booted to the end of the queue; if you haven't done something important besides just kill plebs for 30 minutes, you get booted to the end of the queue."
Basically force the players to actually behave like they're extremely elite forces that are there for a specific purpose. It'd depend on how long the queue turned out to be, of course.

Closest thing we have and, sadly, are likely to have is chaos gate.

>There're a lot of potential vidyas based in the 40k universe.
FUCKING THIS. Games Workshop loves money. Why the warhammers aren't the touhou universe of AAA games, I'll never know.
Like, just make a good game and paint over it with the years of carefully created lore and settings for instant GOTY.
>l4d clone focused on melee
>yeah it's fun I guess
>apply magical warhammer brush
>Everyone fucking loves vermintide, super succesful, lots of DLC, so good it gets a sequel
>Total war
>ok game, strategy fans love it but it's kinda niche
>apply magical warhammer brush
>people love the variety of gameplay different races provide, popular game, gets sequel
Just keep doing this with both fantasy and 40k and keep getting dosh.
you don't even have to know the lore to find something that fits
>dude I made a game
>yo what is it
>it's basically rainbow six, you control a squad of tacticool operators and combine stealth and tactics to do shit
>hey wait a minute
>google warhammer stealth squad
>The Effrit Stealth Squad was a specialised infiltration unit within the ranks of the Alpha Legion that operated during the Great Crusade and Horus Heresy eras during the late 30th and early 31st Millennia. This elite force was formed from those Legionaries that specialised in infiltration, stealth, sabotage and assassination.
There you go, an unexplored concept with free setting and lore for your artists and writers to steal
That one's free, gamedevs.

youtube.com/watch?v=BtY3Lto_lR4

You remember Vermintide and Total War:Warhammer because the games were good, and you forgot the hordes of games that were trash. That's why GW's licensing strategy is successful.

Soon

This looks like XCOM: Admech judging from the pretty standard hologlobe and squad of dudes standing in "there's a Skyranger behind me" formation.

Admech would be kind of in the middle. Skitarii are better than Guardsmen and would make a good player class, Myrmidons are matches or better for Space Marines, but they tend to field thousands of throwaway Servitorw, Forge PDF and cloned idiots first so there's your almighty bot swarm.

Really, most factions could do with an NPC "swarm" class, a player class, and an elite class (if applicable)
The elite class doesn't specifically refer to high ranks, but rather a type that must have a hard limit on the number of players; there could, technically, be a hundred ork warbosses, but they're not an "elite" class since their numbers are kept down by gameplay.

>Imperial Guard
Swarm: Non-player guardsmen
Player: Guardsmen and officers

>Orks
Swarm: Gretchin and boyz
Player: Boyz, nobs, warbosses, etc

>Mechanicus
Swarm: Battle servitors
Player: Skitarii
Elite: Myrmidons

>Space Marines
Player: Scout (maybe? would still be too many if unrestricted)
Elite: Marines

>Chaos
Swarm: Non-player cultists
Player: Cultists
Elite: Chaos marines, daemons

>Eldar
Player: Guardians (maybe? same problem as scouts)
Elite: Aspect warriors

>Tau
Player: everything

>Necrons
Swarm: Scarabs, warriors, canoptek
Player: Immortals, greater necrons/constructs
Elite: Lords

>Tyranids
Swarm: gaunts
Player: lesser synapse (warriors to tervigons, potentially hive tyrants?), greater non-synapse (carnifex, etc)
Elite: Hive Tyrants, Dominatrix

>Extra Credits
I'll pass on the video.
Still, my point stands true. If you make a good game and then coat it in warhammer, you get a good game in an amazing setting. No need to design your art or write complex setting, it's already there. Game of the year material.

That works, although for the sake of unified aesthetics I'd make the Admech baseline regular Rangers and Vanguard and allow the players to either be Sicarians or squad Alphas depending on whether you want to be a solo ball of stabby death or have your own squad of decent NPCs and better guns. Alphas used to be 2W and they're canonically tougher than their chumps, they have an excuse for PC resilience. Battle Servitors can be the big tracked bastards you'd find defending bases, I guess. You could always have ratios set up to shift the cap on elites and number of gants along with the number of current players, and it would be easy to tailor to the faction.

Each Skitarii player brings his squad along and can outfit them with special weapons and stuff and maybe give Republic Commando-style orders, each Sicarian player spawns a randomly sized squad of stock (and thus worse) Skitarii to go fight independently alongside the map baseline spawn rate. For each X players 1 can be a Myrmidon or whatever, for Nids and Guard Elites are much rarer but they get WAY more chumps, Space Marines and Eldar go the other way and trade their extra swarms for a smaller Troop requirement per elites and generally better statlines.

Everyone would have to get a set amount of gants/chapter serfs/whatever at least at bases and cap points to stop the maps seeming really empty to begin with.

I think the hardest ones to balance would be the Tyranids just because their chaff is numerous and their elites are terrifying. You could probably limit PCs to Synapse Creatures and have Fexes as rare NPC supplements to the swarms instead to stop a big pack of players either having absurdly little health or being overpowered as hell. Limit the playable big bugs to Elites.

I like this idea, especially since it's easy to vary everything and make all the armies feel nicely thematic.

>What does Veeky Forums think?
it's turn based
I want real time action in my videogames

Mass Effect, but it's actually Rogue Trader.

The Witcher, but Dark Heresy.

Yeah, this all sounds really good, once you start laying it out.

I think there needs to be a more specific division between "normal" and "elite", though, as well as specific mechanics to reinforce that.

In particular, having a soft "perma-death" solves a lot of problems; you can stock up on upgrade/rank/wargear/whatever points, but dying takes a lot away, so you can't jump right back into the fight as (for instance) a terminator five times in a row.

As a base example, let's take the orcs because they're the simplest out of all the races, and have the simplest progression; the more they fight, the bigger they get. It's a direct correlation between combat and progression.
The swarm class is easy; it's just gretchins and lesser boys.
the player class is also easy; it's player controlled boys of varying degrees and (obviously highly varied) loadouts, up to and including nobs, or even higher.
The question is, of course, where do warbosses fall in this? Are they specifically elite, or are they kept down by the soft perma-death?
In my opinion, the warboss (despite being the "maximum rank" for an ork) would remain neatly in the player class, simply because of the nature of the warboss and orks; even the bigger orks have to die eventually (could even be procedural missions for other factions to kill an aspiring warboss player), and there's always going to be a bigger ork than you somewhere.
The elite class, meanwhile, should be directly limited based on actual, hard limitations in numbers; for orks, this would be support classes such as mekboys, painboys, weirdboys, etc etc. There's only ever going to be a certain number of those in the ork population (of varying size and repute), while all orks could technically keep growing and growing, regardless of how big other orks are.

For Tyranids, this would work in a somewhat similar way:
Swarm units are all the gaunts and non-synapse creatures
Player units are "lesser" synapse creatures; Warriors, Shrikes, Zoanthrope, Tervigon
Elite units are "major" synapse creatures, or just particularly big ones;Trygon Primes Maleceptors, Hive Tyrants, and Dominatrices
Of course, the problem here is that it'd actually be fun to play as particularly big stuff, like Carnifex's; these could be slotted into Elite units to prevent players from massing five dozen fex's, like you said.

This schema generally works out for most of the factions, even the Necrons; their big shit being their hero units like Lords, Crypteks, and potentially heavy weaponry/vehicles like Monoliths (same goes for all the factions, really).

However, it doesn't work out for two; in particular, the Astartes and the Eldar. Chaos at least has cultists of varying degrees of power to be their main player and swarm class, with chaos marines and daemons being their elites, but neither the Astartes or Eldar have a suitable analogue.
The marines technically have serfs, but they don't fill combat roles.
They have scouts, but even those are extremely limited in number and are elite by any measure.
The Eldar have guardians, but likewise, they're not going to be throwing them into the meatgrinder in numbers necessary if they were an open class for the faction.
It ends up being that marines and Eldar are purely elite factions, unless you're going to change them for the sake of game balance; player class scouts in the hundreds, player class guardians in the hundreds, etc; it just doesn't work.

I like to eat shit if it has 40k dressing :-)

Yeah, that all fits. You'd have to periodically prune the warbosses at the end of each day/match segment/whatever if you want to make them run on some kind of EXP system, since if you want suitably gigantic maps somebody would probably find some kind of out-of-the-way corner and punch random creeps until there's thirty warbosses running around. Maybe allow Boyz to stack XP until they're quite strong, but once they get enough EXP they have to wait until an Elite slot is available before becoming a full Warboss. Since a maxed out Nob is still pretty strong that might also be an opportunity for clever enemy players to try and kill him before he goes Elite and spawns a billion cannon fodder to charge the nearest poor bastard with, but as a particular campaign goes on you'd have steadily more warbosses and less of the weaker Elites around so the Orks overall do get more dangerous.

Maybe have one Elite class per race with that kind of slightly area-persistent ability. Boyz punch things and level into elites and get bigger NPC escorts, Enginseers, Techmarines and Bonesingers steadily turn random cap points on hills into bastions covered in murder holes and heavy weapon emplacements, sorcerors and Tervigons spawn many many gants/Daemons and buff them.

I'd give Marines point garrisons of armed serfs just to stop their bases being completely useless but give them ALL the mobility so their groups of players can avoid having to slog through everyone's random ground troops as much. Eldar players can have Guardian garrisons and use bikes and Webway Portals to deploy in a much bigger radius around bases than everyone else, Marines use drop pods and maybe Land Speeders to do the same thing. Little strategic staying power, but a monopoly on fast flying vehicles and area deployment so you can't just have an Enginseer build a deathwall around their bases in the absence of chumps.

Because the good games companies already have IP's that make money and don't need to buy licenses from GW

It looks like shit desu

I always liked the Titanfall NPCs.

That's the general idea, especially since you could get away with making Space Marines basically ignore lasgun fire, giving the Skitarii grunt-only localised aimbot like the smart pistol and generally allowing Grots and Gants to be massacred horribly by anyone halfway competent. I should probably try Titanfall 2 sometime, since I enjoyed the first one.

Just like Total War, Right?
Retard.

>it's turn based
How do we know this?

>I doubt any 40k game will attract players as TW:WH did
Are you forgetting the game that half created this board?

I don't see what Putt-Putt has to do with this.

Something to add to this.
You could employ a system similar to Titanfalls Titan system. Players earn points towards deploying an elite as a Team, only the player classes contribute. The player who contributes the most, becomes the elite. This ensures that you don't get a wasted elite slot on a bad player. Depending on maps, you have certain numbers of possible elite slots.

>TFW no one know about the un-official 40k game made by people who actually understand and love 40k.

I do actually but it get old fast if you don't have friends.
The EDF serie is also pretty good at being not-40k/Starship Troopers.

...

EDF hell armor/weapon grind is even more boring without any friend. I'd rather have a game where my skill really matter, not a you-get-1-shot-randomly or you-grind-20-hours-and-face-tank-everything.

Plus 99% of the time you have to grind with a boring weapons you don't like, to get the weapon you actually like. But then you might end up not really liking any weapons at all.

This could actually work reasonably well; especially if you roll all the imperial factions into one main superfaction (so there's no Kaurava/Kronus fuckery going on).
There'd have to be more than just "you earn elite tokens" for some of it though, as you'd obviously want to progress through marines as well, but it would work out pretty good.

Still doesn't solve the problem of the Eldar, unless you also set this planet on a maiden world or something with a bunch of exodites on dinos as the basic swarm/player classes, with actual aspect warriors and such being the elites.

You think creative assembly needed the warhammer brand to sell a total war game.

Literally the dream

>an first person adventure game set in an Inquisitorial/AdMech/whatever team that is following a certain clue...
That was Inquisitor before they tarded it down.

Dark Omen?

Fuck

No. I don't forget it because I never knew it. Pleasw enlighten me

I hope it's like X-Com

Would it be hard to create a 40k total conversion mod for xcom?