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Author Topic: Chapter Master - In the name of the Emperor!  (Read 798545 times)

nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1410 on: May 01, 2015, 10:23:34 am »

Speaking of tithes, is there a place to opt out of them, or to tell the mechanicus to go suck a rubber hose?
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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How will I cheese now assholes?
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Always spaghetti, never forghetti

Hetairos

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Re: Chapter Master - In the name of the Emperor!
« Reply #1411 on: May 01, 2015, 10:31:05 am »

Aside from going full renegade, not as far as I know.

snowdrifts

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Re: Chapter Master - In the name of the Emperor!
« Reply #1412 on: May 02, 2015, 12:17:19 pm »

It's really inefficient to keep them all together; you simply can't cleanse fast enough. Sometimes, it's necessary(CRONSCRONSCRONS), but the rest of the time, 2-3 Companies per group, with bombardment or just careful use, tends to be good. When dealing with Space Hulks, certain Empires, WAAAGHS, or massive Chaos Incursions/Hive Fleets, then you get the whole gang together(Personally, I tend to do 1st, 10th, and HQ in one group with the Battle Barge, 2nd and 3rd in another group, 4th, 5th, and 6th in another, and 7th, 8th, and 9th in the last.). Though sometimes I'll split into individual companies if there's a lot of Sparse or Medium forces.

I don't tend to take many Marine casualties, but I run through Rhinos like a Guardsman in a Nid incursion goes through underwear.

My most "successful" (ie, killed everything, had nothing left to do) games involved keeping everyone in a group. Necrons were an insurmountable problem in one, but that was because I stood no chance against their fleet and the Navy wouldn't get off its arse.

8-10 companies, big crusade all around the sector, kill everything, then spread out and wait to be able to react to missions/crusades. Or two groups, 4 and 4 or 4 and HQ. Big crusades work perfect for me. Whether or not it's efficient, it's won me the most victories, and cleared me the most sectors. I imagine it depends on what else starts in your sector. One or two Ork worlds? No problem. A dozen, plus three Tau worlds, plus five or six Tyranids worlds, to say nothing of heresy and potential Necrons? One big group's not going to get around fast enough.


Oh, also - is it possible/can it be possible to take over space hulks? That would be an insanely fun addition. Clear it, and then repair and upgrade a mobile base.
« Last Edit: May 02, 2015, 12:19:04 pm by snowdrifts »
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Hanzoku

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Re: Chapter Master - In the name of the Emperor!
« Reply #1413 on: May 02, 2015, 01:06:17 pm »

While fun, I think in general Space Hulks are too corrupted or filled with xenos techno-heresy for loyalist Space Marine chapters to use and still stay loyalist. I agree that sort of thing would be pretty boss though.
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Hetairos

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Re: Chapter Master - In the name of the Emperor!
« Reply #1414 on: May 02, 2015, 01:12:11 pm »

I don't remember any chapters stated to operate from a Space Hulk. Probably because fluffwise they have an unfortunate tendency to enter and leave the Warp at random, Gellar Fields not included.

Including spaceborne fortress-monasteries, a la the Phalanx, would be fun, but as far as I can tell simply making the big tough ships wouldn't be very accurate.

0.6543

[...]

Ork Fleets should no longer congregate on star systems with a single Dead planet.

Spoiler: About that... (click to show/hide)

Also there's an annoying bug when a trade fleet is on its way and the player leaves the game and loads it later, it gets stuck in the system it was heading towards with its cargo. So watch out for that if you buy Terminator Armour or something equally expensive and it has to be shipped from across the sector.

snowdrifts

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Re: Chapter Master - In the name of the Emperor!
« Reply #1415 on: May 02, 2015, 01:38:12 pm »

I suppose space hulks are a bit too mad for a loyal chapter. But what about adding a minute chance that the loot can be a ship? I had that happen on a planet with ???, once. Not that the ship actually ever showed up or worked, but that game was already pretty badly glitched anyway.

"Your techmarines have identified a ship only recently joined to the hulk's mass, and believe they can free it. A ship will have to remain in the same location as the space hulk for X turns." Same as when you find one on a planet.
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Urist McScoopbeard

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Re: Chapter Master - In the name of the Emperor!
« Reply #1416 on: May 02, 2015, 01:42:59 pm »

that would be a nice addition. Or an option to get archeotech/powerful grand cruiser from this event.
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1417 on: May 02, 2015, 02:27:04 pm »

I don't remember any chapters stated to operate from a Space Hulk.

Soul Drinkers, after their break with the Imperium.


Quote
Probably because fluffwise they have an unfortunate tendency to enter and leave the Warp at random, Gellar Fields not included.

Again, bearing in mind that everything is possible in 40k, this is not strictly true. Individual ships that make up a space hulk can his have active generatoria, plasma drives, warp drives and even Gellar Fields. The Gellar Fields only need to malfunction in the warp for a ship to theoretically become part of a hulk, not be completely non-existent. The reason hulks randomly jump into and out of the warp is because they still have active warp drives, multiples, doing random things, being run by an insane machine spirit, etc...

The Soul Drinkers novels gloss over some of the specifics, but basically with an assload of cabling and several years to work, their Forge Master essentially wired all the disparate functioning parts of different ships in the hulk together and slaved them all to the helm in one of the better kept ones. Other than not explaining how you merge several large machine spirits like that together without committing a tech heresy (or how a Tech Marine Forgemaster pulls off a singular feat like that without knowledge and help directly from the Mechanicus), it's feasible.

And let's not forget, Orks do it all the time by the power of being Orky.

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Including spaceborne fortress-monasteries, a la the Phalanx, would be fun, but as far as I can tell simply making the big tough ships wouldn't be very accurate.
Quote

Well, space battles in 40k are not exactly straight forward nor modeled directly after other GWS game mechanics. The game doesn't really account for void shields, which if it did, would put a distinctly different spin on Space Combat. The whole idea is that void shields prevent all damage until they fail, and then it comes down to hull strength and the class of weaponry. By all rights a Strike Cruiser hit by the kinds of large primary weapons battle barges field should wreck it only a few shots. Anything smaller would be pretty much instantly obliterated.

You know, this has me thinking. Space Combat would be a lot more interesting (rather than usually feeling like a slug fest) if damage were modeled with more detail. Disabling weapons, disabling motive capabilities, crits leading to plasma drive breaches, ammo explosions...not to mention trying to factor in void shields, would make combat feel like it has a lot more depth. It would require a way to get messages to the player though, those notifications wouldn't really cut it for the kinds of details you'd need to tell the player.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

DaddyT

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Re: Chapter Master - In the name of the Emperor!
« Reply #1418 on: May 02, 2015, 02:56:25 pm »

I love this game and plan on jumping on the patreon starting next week. Running into the neverending load a lot. Currently stuck trying to kill a spyrer, but when the battle is supposed to start, the loading icon just runs in circles and I have to manually close the game to get out. Read through the thread but didn't see a fix for this. If I let the spyrer escape, inquisition turns on me. Guess it's time to put this chapter to rest until it gets sorted out.
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LoSboccacc

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Re: Chapter Master - In the name of the Emperor!
« Reply #1419 on: May 02, 2015, 04:11:11 pm »


And let's not forget, Orks do it all the time by the power of being Orky.



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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1420 on: May 03, 2015, 12:27:52 am »


And let's not forget, Orks do it all the time by the power of being Orky.




Spoiler (click to show/hide)
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DukeFluffy

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Re: Chapter Master - In the name of the Emperor!
« Reply #1421 on: May 03, 2015, 01:50:21 pm »

0.6544

Major Changes:
None.

Other Changes:
Fixed the 'en_fleet destroy' crash that occurred when loading a game.
The Penitence meter will no longer increase past fullness.
Enemy ships should no longer freeze player ships upon reaching 0HP.
Ships in general should no longer lock up.
Cheat codes have been changed for May.
Equal specialist distribution no longer gives all your marines lots of experience.
Equal specialist distribution gives the correct amount of dreadnoughts.

LoSboccacc

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Re: Chapter Master - In the name of the Emperor!
« Reply #1422 on: May 03, 2015, 03:11:19 pm »

hey does this game play safe from a usb key or it leaves stuff on the register? like, is it portable and stealthy?
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Majestic7

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Re: Chapter Master - In the name of the Emperor!
« Reply #1423 on: May 04, 2015, 01:03:50 am »

Battlefleet Gothic provides a base for possible detailed space combat in the future. Fluff-wise though, Marine ships are supposed to excel in planetary assault roles, while being by design inferior to the Navy in pure space-slogging capability. This so that should a chapter go rogue, Navy can blast them out of space.
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ZebioLizard2

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Re: Chapter Master - In the name of the Emperor!
« Reply #1424 on: May 04, 2015, 09:51:59 am »

Battlefleet Gothic provides a base for possible detailed space combat in the future. Fluff-wise though, Marine ships are supposed to excel in planetary assault roles, while being by design inferior to the Navy in pure space-slogging capability. This so that should a chapter go rogue, Navy can blast them out of space.

Also really good at ship boarding, if BFG is any indication.  :D
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(or how a Tech Marine Forgemaster pulls off a singular feat like that without knowledge and help directly from the Mechanicus)

Do remember Tech Marines are actually trained by the Mechanicus in most cases as they are fully initiated members of the Cult Mechanicus, about 30 years of training on Mars itself. So they would infact have some good know how with machine spirits.
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