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 Post subject: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 09, 2011 8:39 pm 
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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?

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 09, 2011 8:48 pm 
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This would not be something in the initial game, obviously.

But I gotta say, it's a pretty badass idea. Using the framework for more than just a single sector, allowing you to recreate epic battles of times gone by? Yes please.


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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 09, 2011 8:55 pm 
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I'll answer to two of my questions to point one of the cons of this concept out.


The extra work behind creating new skins for the existing races/classes.


We can all very well imagine that making and maintaining a MMO isn't easy. They'll likely have more than enough of different crap like armor and weapons to make... let alone content like BGs and raids or perhaps expansions... so the idea to add extra work on top of that for a reason as silly as adding Chapter This or Craftworld That does seem a bit silly, yes? Right? Does it?

So, is this kind of thing justified? I myself wouldn't answer that question. It'd be easier to answer question 1)... I would like to see something like this in MMOs, definitely. Would I, if it were up to me, actually do it? No idea.


Some things do speak in favor of this.

First of all, they'll probably have to make new PvP and PvE content outside of major expansions ( and who's to say something like this wouldn't be welcome in one of those? Better late than never?) so perhaps it wouldn't be hard to add a little extra effort into turning some of them into something like this.

Next, how much extra effort exactly?

The models would mostly stay pretty much the same. Space Marines are all Space Marines. Eldar are Eldar. Guardsmen still share the same type of body-model if nothing else. Would it be difficult to create a whole bunch of new skins by changing the colours and replacing certain imagery? Adding a touch here and there? Stuff like DA monk robes or those truly wonderful Vostroyan hats?

Anyway, it's not unthinkable. :roll:

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 09, 2011 9:00 pm 
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Gosh wrote:
This would not be something in the initial game, obviously.


Well, it would not be unconceivable... but that'd have to mean that they're already working on it for a while, right?


And that would be so incredibly naive it'd actually be funny. :lol:

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 16, 2011 2:42 am 
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well its an awesome idea here are my cons and pros

cons
may take away from the main storyline diffusing focus from the main armies making them less important
more content
(momenterilly out of ideas)

pros
more diversity
more content (double edge sword)
reliving epic battles of the past
more broad fan base


any how i have to say lelorelyn ur spewing ideas faster than the top 5 in the since this forum started (not a bad thing)

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 16, 2011 9:55 am 

Joined: Sat Aug 13, 2011 1:49 pm
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this would be similar to WOW's cavern's of time I assume, but WOW has magic and bronze dragons to explain the time travel what would be the explanation in 40k? the warp?


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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 16, 2011 12:33 pm 
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bonestorm wrote:
this would be similar to WOW's cavern's of time I assume, but WOW has magic and bronze dragons to explain the time travel what would be the explanation in 40k? the warp?


I think we'll be seen a lot of things blamed on the Warp. "New Playable Race Revealed: Tyranids! Courtesy of the Warp~"


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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 16, 2011 8:31 pm 
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dechuri wrote:
cons
may take away from the main storyline diffusing focus from the main armies making them less important


Agreed, for some people it might be a "con". :) It's highly subjective though, I myself would actually love it if they didn't have such highly focused stories... which tend to be crap. WAR is a prime example. Let's say you don't care about Tzeentch at all... you'll be shitting bricks anyone mentions the damned Raven Host again... and they do it all the time. :P



dechuri wrote:
any how i have to say lelorelyn ur spewing ideas faster than the top 5 in the since this forum started (not a bad thing)


And most people just usually say that I talk way too much. Excuse me while I do my happy dance. :lol:

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Fri Sep 16, 2011 8:38 pm 
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bonestorm wrote:
this would be similar to WOW's cavern's of time I assume, but WOW has magic and bronze dragons to explain the time travel what would be the explanation in 40k? the warp?


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Actually, not at all. See, it's not you. It's not your character at all. It's somebody else... you're essentially taking control of another character in another place... possibly even from another time... just for the lols of being able to play something else for a bit.

Black Templars, great. They're not bad. What if you wanted to play a Blood Angel or a Space Wolf? Even if it was just in one instance? And after you're done you get back to your character.


WITHOUT any stupid explanations like... we traveled trough time and space and got back later.


So, do you think that'd be ok or would it really bug you that much if you weren't walking around in the shoes of Bonestorm the World Eater Chaos Space Marine all the time? ( Just an example.)

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 Post subject: Re: Concept: The Sargos Sector is too small...
PostPosted: Sat Sep 17, 2011 12:15 am 

Joined: Sat Aug 13, 2011 1:49 pm
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I would not be opposed to playing as alpha legion... >.>
I'm good with what you're suggesting I just have trouble seeing how it would fit in to the game but I guess the point is it doesn't right?


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