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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Thu Oct 27, 2011 4:40 am 
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Correct me if I'm wrong but, isn't the Sargos Sector a newly 'made up' Sector purely for the purposes of DMO40k?

So I'm not really sure of what historical battles Instances could be based on. As for actual historical events...dunno. It sounds like a good idea...just wondering whether any of them will be done justice!

Personally, I want them to do away with 'Battlegrounds' and have a territorial based system of constant war, only changing every couple of months. But thats another thing.

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Thu Oct 27, 2011 2:43 pm 
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Partisan wrote:
I've got the fix for all the people wondering how to incorporate this smoothly. Have historians, data consoles, psychic dreams, warp pockets, ect... that players have to locate and interact with. The interaction triggers an instance in 40k history involving specific major events where players can play special characters from 40k lore in famous battles.

You can tie other things to this. Make it an involved and lengthly "study" where once completed the player has access to archives or information that can lead to a relic that their temp toon was using that has found its way to the Sargos Sector since the events took place.


Sounds like a good idea to me. The old excuse of "training program" works too.

FortheEmperor wrote:
Correct me if I'm wrong but, isn't the Sargos Sector a newly 'made up' Sector purely for the purposes of DMO40k?

So I'm not really sure of what historical battles Instances could be based on. As for actual historical events...dunno. It sounds like a good idea...just wondering whether any of them will be done justice!

Personally, I want them to do away with 'Battlegrounds' and have a territorial based system of constant war, only changing every couple of months. But thats another thing.


The Sargos Sector will no doubt have tons of canon to play around with, the the idea of this thread is to revisit old battles everywhere in the universe.


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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Thu Oct 27, 2011 3:26 pm 
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So for the idea of replaying different past battles/experiences, would there be any benefit for your actual character from doing that? For instance, you fill the role of some old assault warrior and when you are done with that scenario you then gain some sort of benefit for your character that pertains to melee. Something similar to traits mabye?

Edit: I am for the idea of playing in past battles! I just wonder if there could be incentive for other people to partake in the type of gameplay while becoming absorbed, hopefully, in the lore as well.

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Thu Oct 27, 2011 4:09 pm 
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jmpatter wrote:
So for the idea of replaying different past battles/experiences, would there be any benefit for your actual character from doing that? For instance, you fill the role of some old assault warrior and when you are done with that scenario you then gain some sort of benefit for your character that pertains to melee. Something similar to traits mabye?

Edit: I am for the idea of playing in past battles! I just wonder if there could be incentive for other people to partake in the type of gameplay while becoming absorbed, hopefully, in the lore as well.


I sure hope there isn't any benefit! Maybe a vanity bonus, or something that doesn't increase power, but I'm thinking these types of things should be for fun and fun only.


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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Thu Oct 27, 2011 7:44 pm 
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Like I said before. The historical game should involve relics of some sort that are then identified as finding their way in the Sargos sector. Only people that complete the historical sequence have access to the rare relic raid... how's that sound?

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Thu Oct 27, 2011 11:01 pm 
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The beautiful thing about the Sargos sector is the lack of lore. From a devs perspective, they are given free reign to do anything. Take the historical battles idea, you could have a story track that goes back to mankinds discovery or re-discovery (think great crusade) of the sector. This story has not been written so far as I'm aware, but it could be that a ship was dispatched by the Mechanicus or Luna Wolves or Ultramarines, etc. Sky's the limit really. This same process could be used for points of interest as well. One battlefield in the current game, a great dead city full of ruins, could have a historical scenario that details it's importance and includes completely different adversaries. (excellent way to include "monster play" into the game to have the players unlock the secret history of the fall of the city at the hands of the Necrons or 'Nids.)

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Oct 28, 2011 12:17 am 
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Malefactour wrote:
The beautiful thing about the Sargos sector is the lack of lore. From a devs perspective, they are given free reign to do anything. Take the historical battles idea, you could have a story track that goes back to mankinds discovery or re-discovery (think great crusade) of the sector. This story has not been written so far as I'm aware, but it could be that a ship was dispatched by the Mechanicus or Luna Wolves or Ultramarines, etc. Sky's the limit really. This same process could be used for points of interest as well. One battlefield in the current game, a great dead city full of ruins, could have a historical scenario that details it's importance and includes completely different adversaries. (excellent way to include "monster play" into the game to have the players unlock the secret history of the fall of the city at the hands of the Necrons or 'Nids.)


Agreed. There is virtually limitless potential with having a Sector which has been up until now undocumented. While historical battles would be hella fun to play as WH40k Fans, I don't see it as a necessary thing.

The point being, that they can make equally epic scenarios using whatever canon they want. While I personally would love to go back to the Battle of Tera during the Horus Heresy, I think that may be asking for much! (I'd bet money they wouldn't implement entire scenarios based on the 30k universe, during the 40k time period!).

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Wed Dec 21, 2011 4:50 pm 

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Lelorelyn wrote:
Last idea I planned to post here before scuttling off into the sunset.


Obviously the whole Milky Way Galaxy won't fit into the Sargos Sector. And there's so much interesting stuff in it.


The thing is, there are so many things in fluff that are simply not going to be able to be in DMO. You can't possibly put interesting things like all space marine chapters or all chaos legions into one game. Granted, they could have at least two of each... but that's not important. And that's just them, what about all the interesting places and characters?


The idea...

This idea is about putting a bit more stuff from fluff ( fuck, that wasn't supposed to rhyme.. :oops: ) into the game with minimum effort, while still achieving some variety, pacifying fans of Chapter/Craftworld/Legion/GuardRegiment X while also potentially putting a new interesting concept into MMOs as well.

How would that be executed? Uh-uh, simple.

Instanced PvP and/or PvE. Instanced battlegrounds that are essentially conflicts somewhere else in the galaxy ( possibly even from another time) which you get the chance of replaying. ( note that battleground means both PvP and PvE in this context)

Basically, you would queue up for that thing and once you'd get in there your Black Templars would become Ultramarines, Dark Angels, Blood Angels, Space Wolves, Whatever..; your World Eaters would become members of the Black Legion, Alpha Legion, Iron Warriors, Death Guard, etc..; your Imperial Guards would become Vostroyans, Valhallans, Death Korps of Krieg, Catachan..; and so on and so forth.

All based on the current scenario you're playing. Now, obviously most part of the game should be comprised of the actual storyline and characters in the Sargos Sector... but would it be wrong to throw some variety in there?

A couple of Scenarios? More in time, if the thing should prove popular?

Again...

1) Would you like to see something like that?

2) Do you think adding more fluff should warrant the amount of work that would need be put into those new skins?

3) Do you see some flaws in this concept already and would you perhaps like to discuss them or simply point them out?


The idea is good, except the "instance" part. It's not a good idea to make this MMO with traces from WoW, and instances is something very characteristic from WoW.

But the rest is pretty awesome. On the other hand, though... GW rarely allows other games to have their fluff into virtual games. Take WAR and DoW for an example...

I think only Mark of Chaos and Battlemarch had some fluff in it, and they weren't even from 40k.


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