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Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 6:26 pm
by Bozzax
The only class I've ever missed Night Goblin Fanatics
[youtube]https://www.youtube.com/watch?v=Qpo03rb ... ture=share[/youtube]

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 6:30 pm
by Bastion
Goblin Fanatic would be the easy class to do.

Only 1 skill

Fanatic Whirlwind
- When you use this skill, the goblin go in straight line to random position and deal damage to all enemies around the goblin in his path. You can not receive damage when using this skill. Cooldown: 15 secs

XDDD

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 7:33 pm
by Skullgrin
Well, if I'm gonna dream, I might as well dream big. In my version of a new game paradigm the Destro faction falls apart, spawning 2 new factions, while the order faction adds 3 new allies.

Order Faction
Empire
High Elves
Dwarfs
*new* Wood Elves
*new * Kislev
*new* Brettonia

Chaos Faction
Tzeentch
*new* Khorne
*new* Nurgle
*new* Slaanesh
*new* Beastmen
*new* Chaos Dwarfs

Death Faction
Dark Elves
*new* Vampire Counts
*new* Skaven
*new* Tomb Kings
*new* Empire Necromancers

Waaagh Faction
Orcs
Goblins
*new* Night Goblins
*new* Ogres
*new* Gnoblars

The new additions to the order and chaos faction would each have 4 new classes, while the two new factions that each have only 5 races would each have an additional class in 4 of their races so that each faction would have a total of 24 different classes each. Oh, and Orcs and Goblins also each get 2 new classes added to them to round them out (possibly something with trolls and snotlings :lol:). The two new factions would be portrayed as looser coalitions separated physically, but cooperating via magical means.

Now wouldn't that just be a magnificent balancing nightmare? :twisted: :twisted: :twisted:

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 7:46 pm
by ToXoS
Skullgrin wrote:Well, if I'm gonna dream, I might as well dream big. In my version of a new game paradigm the Destro faction falls apart, spawning 2 new factions, while the order faction adds 3 new allies.

Order Faction
Empire
High Elves
Dwarfs
*new* Wood Elves
*new * Kislev
*new* Brettonia

Chaos Faction
Tzeentch
*new* Khorne
*new* Nurgle
*new* Slaanesh
*new* Beastmen
*new* Chaos Dwarfs

Death Faction
Dark Elves
*new* Vampire Counts
*new* Skaven
*new* Tomb Kings
*new* Empire Necromancers

Waaagh Faction
Orcs
Goblins
*new* Night Goblins
*new* Ogres
*new* Gnoblars

The new additions to the order and chaos faction would each have 4 new classes, while the two new factions that each have only 5 races would each have an additional class in 4 of their races so that each faction would have a total of 24 different classes each. Oh, and Orcs and Goblins also each get 2 new classes added to them to round them out (possibly something with trolls and snotlings :lol:). The two new factions would be portrayed as looser coalitions separated physically, but cooperating via magical means.

Now wouldn't that just be a magnificent balancing nightmare? :twisted: :twisted: :twisted:
Mmh ok, but why put the "empire necromancers" aside from the Vampire Counts? You do know that Sylvania is an empire province right?
I'm not gonna talk about the others factions of yours, because they make no sense lorewise :lol: (beside Chaos)

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 8:04 pm
by Penril
Seriously, the only way to make a third faction is to:

1) Split the existing factions to create the third one. Making new races is pretty much impossible for all the reasons already mentioned (animations, sounds, etc)
2) Keep PvE completely apart from PvP. Basically, your PvE experience remains the same (same quests, same warcamps, etc). But things change in RvR.
3) Add a warcamp to the RvR lakes for the new faction (or maybe use a keep; just add the NPCs).
4) Rework the RvR mechanics.

In this context, you can only have:

a) HE/DE vs Emp/Dwarf vs Chaos/Greenskins (End Times elf army)
b) Order vs DE/Greenskins vs Chaos (probably the one that makes more sense)
c) Order vs DE/Chaos vs Greenskins (my favorite)

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 8:18 pm
by Skullgrin
ToXoS wrote:
Mmh ok, but why put the "empire necromancers" aside from the Vampire Counts? You do know that Sylvania is an empire province right?
I'm not gonna talk about the others factions of yours, because they make no sense lorewise :lol: (beside Chaos)
I was thinking of that Vampire Counts would be more of a supernatural set of classes - Vampire, Wight, Banshee... that type of thing, while the Empire Necromancers would be more of a pet controlling thing with skeletons, dire wolves, zombies and ghouls.

As far as lore goes, The order factions make as much sense as they do now (Dwarfs and Elves would never ally like they are in the game now due to the War of the Beard). The Chaos powers were always joining together under the Everchosens banner, and then falling apart. The goblinoids all fit with the exception of the Ogres, but that could be explained away as some sort of tribal magical force pulling them all together. Finally, the death faction I put together as i felt that they were just a bunch of devious jerks that could be explained away as an alliance of convenience, where infighting amongst them would be the norm however they would show a united front against the other factions. It makes as much sense as the current Destro faction setup, in my mind :lol: .

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 8:39 pm
by Penril
Ok. The easiest way then. The only thing easier would be some kind of monster play and i know you despise that.

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 8:43 pm
by Penril
If you think that's easier, that's fine. :)

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 9:04 pm
by Kali14
Make 1 additional class (ofc. PUG spec) for each race which we can play now.

Everything else need too many effort so better wait for next game.

Re: Faction Neutral Race

Posted: Wed Jul 05, 2017 9:31 pm
by footpatrol2
You could make it a 6 front game or keep it a 2 front game.

2 Front
Separate the races by their respective zones. HE vs DE, Greenskin vs Dwarf, Chaos vs Empire.

You can't enter a ORvR lake unless your races home ORvR lake is locked. This separates the races. You can travel anywhere and pve anywhere but if you enter a ORvR lake and become flagged for ORvR and your races home zone is still open you get ported back to your respective zone pairing because it is not locked yet. When your home zone pairing is locked then you can travel and assist in other zone pairings. Tie SC's back to their respective zone's and make it so you have to travel to the SC zone entrances to que. Tie SC contribution to zone flips.

Example:
Spoiler:
I'm a black orc. My t4 zone pairing is still open. I travel to chaos wastes and attempt to enter the ORvR lake. Once I am flagged for ORvR I get ported back to thunder mountain because my zone pairing is not locked. The black orc can't que for any SC that isn't part of his home pairing until his zone pairing is locked.

A Blackguard has locked his zone pairing and enter's Thunder Mountain. The blackguard enter's the thunder mountain ORvR lake. He does not get ported because his zone pairing is locked. The black guard can join thunder valley SC and logrin's forge sc and assist in SC contribution because he can enter the ORvR lakes and que for those sc's.


Balance the game from a racial perspective. It is almost their already. It just needs some minor tweaks that are conservative such as rollbacks.

The above idea is roadkillrobin's idea which I agree with stated somewhere else in this forum.

Create as many races as you want but create it in two's. Example: Skaven vs Undead. Create a underground zone pairing. Which from a lore perspective is actually fluffy. Skaven clawing at nagizzar or whatever tower that nagash had. Create a zone pairing with sc's, potentially grovon's landing?

6 front
Alternatively... you could just make this a 6 front game. Your race is tied to the zone pairing your in and you can't conquer other area's without conquering your own zone pairing.