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 Post subject: Rumored Imperium Classes
PostPosted: Wed Oct 12, 2011 7:33 am 
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spacemarine, psyker, techpriest, and assassin

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Wed Oct 12, 2011 10:06 am 
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Meh, I was only right about 2/4 of those classes! :lol:

Psyker is definitely a welcome addition. Assassin was rather unexpected but it could be quite cool.

Cyrus had quite a cool character in DoW. That infiltration style gameplay may be quite interesting.

Too bad for all the IG purists that wanted to be a field soldier or a Commissar. Oh well!

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Wed Oct 12, 2011 10:11 am 
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Wait wut? Assassin? Where where?!

In the "Imperium of Man" trailer there are 3 mentioned members. Adeptus, Dark Smurf types and the Guard. You get a number of shots of the various types of each of these. It looked to me that there were Assualt Marines, Devestator Marines & Tactical Marines, The guardsmen all appear to be Squads of Sarge, Special and Trooper. The Techpriests it looked like a Tech Guards, possibly a Fabricator and maybe a Magos, there was also what looked like a Gun Servitor but it may have been Skitarii (or however they are splet).

Within each "race" for lack of a better term (lets call IoM the faction) it looks to me like there will only be a few classes based on the trailers. Now also going by some of the dev comments like not starting as a fully fledged Marine it may be that our idea of traditional classes is wrong and it may be more fluid, since I would consider a Scout a Class traditionally and perhaps the "race" within the faction is the class for the race...umm that does make sense honest.

So taking your example of a SM as a class above I reckon its; Marine, Guard and Techpriest of some sort. I dont think there will be 4 distinct classes as there doesnt appear to be any need for a Healer.

I suspect if Guard are in it and going by the vids they will be a inda squad based pet class. One main character and then "pets" to make up your squad. Given what occurs in Space Marine (the game) and the general disparity of standard Guard compared to everything else in the 40k universe it would also make up for their lack of individual punch.

Still an Assassin...man i'd so love to play Culexos or Eversor.

Also my comments in another thread about a Psyker. I watched that video about 20 times in a row and I now think its a Tech Priest doing something similar to the Electric Charge of an Electro-Priest or whatever.

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Wed Oct 12, 2011 10:16 am 
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I hadn't read the GDC thread when I posted that. :D Still I worked stuff out myself! Go me. *sighs*

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Tue Oct 18, 2011 4:39 pm 
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FortheEmperor wrote:
Too bad for all the IG purists that wanted to be a field soldier or a Commissar. Oh well!

How do you mean purists?

Frankly i would have preferred Marine, Tech priest, Commissar, and Inquisitor.


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 Post subject: Re: Rumored Imperium Classes
PostPosted: Wed Oct 19, 2011 5:57 am 
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Here's what I would have prefered:

3 starting classes associated with 3 starting zones.

1. Hive Gangster- Hive Zone. Players level from 1-5 and then choose to leave the hive to join the IG, Mechanicus, or seek out their own destiny(Space Marine Trials at later level)

2. Latent Psyker- Crashed Black Ship Zone. A black ship was caught in the orbital battle and plummetted to the ground. The surviving cargo of latent psykers are told to go out and find their destiny. After lvls 1-5 they can become a sanctioned Psyker, or choose their own destiny... (ie. Space Marine Librarian.. wouldn't that rock)

3. Manufactorum Worker- Manufactorum Ruins. The IG are busy keeping the Ork hordes at bay. The Manufactorum is under repairs... We need You... Mr. Pion Manufactorum worker to run menial errands until you ar level 5 and then you can choose to join the ranks of the Mechanicus, IG, or choose your own destiny... (ie. Space Marine Techmarine)

Each starting class would have differing base specs that would contribute to specializing...

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Wed Oct 26, 2011 4:41 pm 
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Partisan wrote:
Here's what I would have prefered:

3 starting classes associated with 3 starting zones.

1. Hive Gangster- Hive Zone. Players level from 1-5 and then choose to leave the hive to join the IG, Mechanicus, or seek out their own destiny(Space Marine Trials at later level)

2. Latent Psyker- Crashed Black Ship Zone. A black ship was caught in the orbital battle and plummetted to the ground. The surviving cargo of latent psykers are told to go out and find their destiny. After lvls 1-5 they can become a sanctioned Psyker, or choose their own destiny... (ie. Space Marine Librarian.. wouldn't that rock)

3. Manufactorum Worker- Manufactorum Ruins. The IG are busy keeping the Ork hordes at bay. The Manufactorum is under repairs... We need You... Mr. Pion Manufactorum worker to run menial errands until you ar level 5 and then you can choose to join the ranks of the Mechanicus, IG, or choose your own destiny... (ie. Space Marine Techmarine)

Each starting class would have differing base specs that would contribute to specializing...


Man thats a good idea

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Thu Oct 27, 2011 4:54 am 
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What I think would be good is if they have something like in the GW2 Character creation, but it gave you base stats.

E.g., when creating your character you answer some questions like:

When you came of age, you developed a proficiency in:

Psychic Fortitude - This would give you a base increased resistance to all Warp/Magic/Psyker effects
Emperor's Might - This gives you a base physical strength increase, allowing you to hit with melee weapons harder.
Marksmanship - This gives you an increased chance to hit with ranged weapons (if the game is aiming based, then increases your ranged damage)

Then aside from choosing these 'base abilities', you would choose your class.

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Thu Oct 27, 2011 10:06 am 
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I think it should be like the CO character creator. Complete basic physical appearance creation. Then, you choose a basic specialty template based on archeotypes (The Marksman, The Brawler, The Sage, The Fleet of Foot, ect...) Then, as you level, you can pile on ability/stat modifications to your liking for extreme specialization or balanced approaches. My post earlier about the 3 starting class/zones should be oriented at starting life/psych pools not ability specs. The hiver gangster would have med health/ med psych. The crash survivor would have low health/ high psych. The worker would have high health/ low psych.

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 Post subject: Re: Rumored Imperium Classes
PostPosted: Thu Oct 27, 2011 12:34 pm 
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Partisan wrote:
I think it should be like the CO character creator. Complete basic physical appearance creation. Then, you choose a basic specialty template based on archeotypes (The Marksman, The Brawler, The Sage, The Fleet of Foot, ect...) Then, as you level, you can pile on ability/stat modifications to your liking for extreme specialization or balanced approaches. My post earlier about the 3 starting class/zones should be oriented at starting life/psych pools not ability specs. The hiver gangster would have med health/ med psych. The crash survivor would have low health/ high psych. The worker would have high health/ low psych.


Yeah, I just think having more levels of 'character development choice' at the beginning of the game really helps you get a feel for it...as opposed to "Select Race", "Select Class", Char made. Some may argue that it is redundant, but I disagree. It gives you a chance to flesh out who your character was before he became what he/she is today. Again, it boils back down to story and making it feel like your character didn't just pop into existence. He made a series of choices that lead him to the path he is on now.

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