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 Post subject: Vehicles Discussion
PostPosted: Tue Aug 16, 2011 5:32 pm 
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Aight, some stuff I would like to bring to discussion:

Vehicles, what can we expect?
At the moment from observing the trailer, we can identify warhound titan, trukk, ork helicoptas chaos dreadnaughts and bikes. Do you guys think that Vigil will use an entire codex worth of vehicles or will they just pick and choose from "sub classes" [one tank vehicles one scout vehicle one artillery etc] I would hope that they add the basic vehicles loadouts [Predator, Land raider, Land Speeder] and add a couple of the vehicle variants [Predator Anihilator, Land raider redeemer, crusader, land speeder tempest etc.] And with that I go on to my next point...

Pimp my warbike! How far is too far for customization?
What I loved about tabletop was that every vehicle [for most races, especially ork] could have just about everything I could want on it, where it was smoke launchers and lights on a predator, or a nice rack of skulls on a stick for a deff dread. Vigil should have in-depth customization for vehicles ranging from the firepower it brings to the field or the banner that shows how many vehicles that titan smoked. I would squel with joy if I can do something with my vehicle that isn't just replace bolter with lascannon, and many other monotonous changes, I would like my land raider to be MY land raider, with purity seals, sleek paintjob, and neon lights! [scratch the last part]

Part Physics, details?
So I can't crash, but I can run people over and collide with enviroment, So what do you think we will be able to/unable to do with vehicles?

Discuss.

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 Post subject: Re: Vehicles Discussion
PostPosted: Tue Aug 16, 2011 6:20 pm 
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Vehicles are generally absurdly powerful in the W40k universe, so that will be a fine line to walk while they design the damage output and durability.

With that in mind, I doubt they'll put vehicles out there in the wild (a non-pvp area) due to how difficult it would be for just a few players to take out a vehicle. Plus the issue of how suddenly a battle can be ended by destroying a few vehicles. I doubt many people would be happy with a PvP system where you target the vehicles first or you die. That isn't really PvP. :/

Including Melta Bombs would solve a bunch of potential issues, but would they require materials? A specific profession? How much would they cost? Here's hoping they're near free or are dropped as common random loot, because after all, they only have a niche use.

My biggest worry as far as vehicles goes is having another Strand of the Ancients from World of Warcraft. It involves using vehicles to destroy several gates in order to get to a relic behind a final gate; fastest time to the relic wins. The problem is, there wasn't much PvP and a few classes were infinitely better at it than others. Yes, some classes will always have an advantage over others, but if a class can single-handed stop an entire team's progression in its tracks, there is an issue.


I'm not too fond of mounts, so customizing those wouldn't be in my interest. They'll definitely be in-game, but the idea of summoning a living animal or a several-hundred pound bike from thin air is a tad odd. Carrying a few thousand pounds of gear and junk is odd too, but that disbelief can be suspended. It just seems that we can get a bit more creative than the stereotypical MMO style of requiring a mount to play at any reasonable pace, especially when we have drop pods and various ships, etc.

I'd prefer decals and customizations on my actual character, such as tattoos, especially if we can have user-submitted tattoos. Let me shove a popular player's head on me pointy stik please. Weapon and armor customization would be awesome too.


As for the physics of it, crashing would be nice, but it isn't as important as the vehicles being destructible. I'd love to be able to aim at certain parts of the vehicle to disable it (how else would orkz get a looted tank) or perhaps jump in and fight the players for control. :)


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 Post subject: Re: Vehicles Discussion
PostPosted: Tue Aug 16, 2011 8:57 pm 
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I'm pretty sure in the trailers it showed a predator and a chaos rhino. As for vehicle crashing I think I heard in an interview somewhere that you could crash into other vehicles and basically stop moving but there's nothing crazy like tipping over. So now we have mass in MMOs! Yay! As for customizing your vehicles that would be great, non combat customizations should cost a fair amount and combat customizations should cost more depending on the vehicle (Bolters on bike 100 x twink linked lascannon on predator 500-1000 x).

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 Post subject: Re: Vehicles Discussion
PostPosted: Tue Aug 16, 2011 10:12 pm 
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Hopefully I'll get to zip around on the battlefield in my Fire Prism, Star Engines screaming, Prisim Canon pew-pewing till I hit a large shrub or medium sized rock only to explode in a blaze of glory.

Game Mechanics wise, I'm not sure how you can balance vehicles and war-machines against players and have it stay true to the lore. Other than having lots of terrain which they just can't get into, it'll make open pvp zones very interesting (and scary) if they get them right. Maybe the vehicles will be so expensive to buy and maintain that 'guilds' or whatever they end up calling them will have to focus their resources just to be able to field one or two and the loss of said vehicle could be cripplingly expensive?

If they manage to integrate them into the pvp system and make it fun it'll be a huge selling point for the game because no one else really has come close (in the same genre).

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 Post subject: Re: Vehicles Discussion
PostPosted: Thu Aug 18, 2011 4:01 pm 

Joined: Wed Aug 03, 2011 1:29 pm
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Dev also stated that there would be multi man vehicles. So you and your buddies can all pile in and stay together.

Used to love the terran "truck" in planetside.


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 Post subject: Re: Vehicles Discussion
PostPosted: Tue Aug 23, 2011 12:35 pm 

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I wouldn't get your hopes up about pilotable titans. Something about the way they were moving in the trailer just screamed NPC. Hope I'm wrong though. It just seems like a lot of power to put in player's hands. Might work as a guild vehicle though. I'm guessing cosmetic customization will be pretty deep. It is based on a table top game where pretty much any look is possible if you are creative enough, and while this isn't Relic, the DoW games had alot of army customization for an RTS, and Space Marine's multiplayer is boating 1.8 billion visual combinations. Again, different developer for DMO, but I imagine they must have been somewhat influenced by Relic's work.


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 Post subject: Re: Vehicles Discussion
PostPosted: Tue Aug 23, 2011 2:30 pm 
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Jester238 wrote:
I wouldn't get your hopes up about pilotable titans. Something about the way they were moving in the trailer just screamed NPC. Hope I'm wrong though. It just seems like a lot of power to put in player's hands. Might work as a guild vehicle though. I'm guessing cosmetic customization will be pretty deep. It is based on a table top game where pretty much any look is possible if you are creative enough, and while this isn't Relic, the DoW games had alot of army customization for an RTS, and Space Marine's multiplayer is boating 1.8 billion visual combinations. Again, different developer for DMO, but I imagine they must have been somewhat influenced by Relic's work.

Pretty sure in an interview somewhere it said that you could pilot titans with other people though.

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 Post subject: Re: Vehicles Discussion
PostPosted: Tue Aug 23, 2011 3:40 pm 

Joined: Sun Aug 21, 2011 6:03 pm
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Really? Cool. I've read that there will be multi-seat vehicles, but all that was cited in the interview I read was tanks.


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 Post subject: Re: Vehicles Discussion
PostPosted: Wed Aug 24, 2011 1:42 am 
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Can't remember if it was in a video interview or written piece, but it was stated that titans are supposed to be player driven in some fashion.

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 Post subject: Re: Vehicles Discussion
PostPosted: Wed Aug 24, 2011 1:59 pm 
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Malefactour wrote:
Can't remember if it was in a video interview or written piece, but it was stated that titans are supposed to be player driven in some fashion.

I smell balancing issues!

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