- Location
- Elsewhere
Yes, just because I would like to keep game balance.
well that's fair. At the rate I've been going it'd probably take about 20 days to do it, if I went all out.
We're... positive with Perturabo. Perturabo, the Invention and mass-production Primarch. The Invention and mass-production Primarch that wants recognition... Can we ask him to uplift some worlds for us? In exchange for teaching him of our runes?
Ah Fuck, Tzeentch has been touching us while we do things." What do you know about the Changer of Ways also known as the Architect of Fate?"
I wanted to contrubute real quick and point out to @Daemon Hunter
that you can strongly increase your ablity to balance the quest/game by making characters stat-line work not by points and directly compare character stat-lines. Instead, have some function that takes whatever roll (if valid for the desired behavior of the function) and their stats and outputs some value.
This metric (I'm learning about those in my math class right now...proving some heafty stuff about them too) will be significantly more flexible since it gives you a entire extra infinity's worth of dimensions to change things around for balancing. Furthermore, it could act as another way of increasing the complexity that you can make characters have especally unique traits as well as make SM's and primarchs more unique by giving them unique function-behavior.
So my just-now made up combat model that I am trying to make work by making their strength the main comparison but their numbers act as a multiplier.
They then deal damage to each other based off S*N, but that N is restricted to whatever value their combat-flexiblity is. (so if your units are clumsy, then they can't fight with their full numerical power).
They then lose numbers equal to damage-armor*positioning. (with positioning reflecting if they are flanked or exposed)
This would lead to them fighting it out. SM's, vehicals, hero units and other such things however might have a different combat model or alternatively just a higher base combat-flexiblity.
The goal of this suggestion mind you is not to get you to switch to my particular combat-model, but to show you that by doing this it allows you to give unique units more unique traits by having them have something like :
Space marines have : "this unit loses half as much combat flexiblity due to highly enclosed areas" to reflect that space marines can fight effectively and work together even in small caves and such. (and to make them truly terrifying to fight in enclosed areas). They could also so they can get positoning bonus's from bush's despite having the stat-lines of small vehicles.
Riflemen might have: "This unit has increased combat flexiblity at long range due to small unit-size".
An Khornite berserker could have: "When this unit enters melee with another unit, cut its combat flexiblity to one-fourth rounded down if it attempts to fight any other unit." to reflect the fact that there is SOMEONE SCREAMING IN YOUR FACE.
again, the idea is not "combat flexibility" or whatever, the idea is that by removing character stat-lines from direct combat performance and instead placing a layer (or two) between the two things gives you much more flexibility in creating unique traits for characters
FURTHERMORE, this gives you the ability to balance more in the future without going through and having to modify EVERY units stat-line that needs changes. instead you simply decrease/increase some flat modifier that combat in your AU of wh40k applies to general combat.
In other words, even tho it seems like it would be more complex to add a mechanic to the game. It will actually simplify things in the long run by making it easier
so...I DO know what the technical meaning of "skirmishing" is....but I have found that that definition is not always what people use it as.That's actually a pretty interesting idea. I have some stuff similar for skirmishing, but it makes sense to have it for flanking assaults, terrain bonuses, etc. I'll incorporate some ideas.
I see you that you created a happy-ish ending. A good story that ended with a bang.*I regret nothing* Hektor is the real hero here. Rewards are of these options:
[] A Final Mercy - Facing corrupted brothers is a difficult task. Merely seeing their faces has been known to make Astartes fight at less than their full strength. Nevertheless, they still try to persevere. The Wardens on Valhalla and Sakini have spread an important belief. The only thing they can give the Lost that used to be there brothers, is a final mercy. One last boelter shell fired in their honor, one last sword strike in their honor, one final grand explosion to cremate their corpse. *No Morale Penalty for Fighting Corrupted Astartes*
[] Do Not Go Gently into that Good Night - Falling is the worst thing that can happen to a Warden. With death, they know that they have served the Imperium to the fullest extent of their ability. Turning into a Lost One is infinitely worse. All Warden's fear it. Will they still be alive at that point? Will they beg for death? Who knows? Nevertheless, the Wardens rage against this to the full extent of their abilities. *+10 to corruption resistance*
[] One Last Farewell - The hardest thing to do, is saying goodbye. No one wants to lose family. It's even worse when a Lost with their face tries killing you. In this scenarios, there is only one option. Say farewell, not to what's in front of you, but to who they once were. *+10 to fighting Chaos Astartes*
*sobs* Hektor always wanted to be a star.
By the way, I love the flavor text for all of these.
In the end though, for it's usefulness I must choose:
[X] A Final Mercy For We Shall Stand Tall!
Thanks for letting me know about the flavor text, a lot of that was inspired by Omakes. Also, I have added the reward.
So ended the tale of a Fallen Daemon Hunter - not with a whisper, but with a big bang.
All life ends, especially that of stars. But some are unwilling to go quietly into the night. They die with raging infernos and lights, exploding and consuming all around it.
@Daemon Hunter could you combined Legion , Primarch and other bonuses together .
Somethini similiar like that :
+XX to ... (bonus name , bonus name)
I like all of the invisitext, but in particular, I like that last one since it fit well with the perk. I was tempted to add that to the name.
Glad to hear you enjoyed my invisitext.
Definitely happy to hear you like the last one.
Edit: How do you feel about Omake Idea, Eternal Warden trying to survive while stuck in a Chaos Cultist overrun City while running into survivors and trying to save them and rally people forth to fight?
Don't mind me, currently sketching an Remembrancer Bust pic of our XI Primarch...