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Warhammer40KWhatIsIt

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What is it?

A full-scale UT2003? total conversion somewhat similar in many ways to mods like: TeamFortress?, UnrealFortress?, Conquest Marines, Tribes, etc, etc. Anyway, the idea is to create a teamplay-oriented mod which allows for players to fight each other as members of the various armies in Warhammer 40K. Currently about the only race it would be impossible to implement would be the Imperial Guard. To be honest, though, how many people really want to run around as a mere puny human when their are so many more interesting options available. I'm not sure about Sister's of the Battle either, but they may make the cut(Since SOB armies aren't quite as enormous is IG ones). In order to keep team sizes fair within the game two main devices will be used.

The primary means of doing so will be with the TeamUnits? system. For each level and/or gametype there will be restrictions on how many TeamUnits? of players may join. So for example, on level XYZ the number of TeamUnits? allocated to each team might be 20. Each player on a certain team will reduce the available number of TeamUnits? to that team by an amount dependant on the army chosen. Thus, Space Marine players may require 2.5 TeamUnits?, while Ork players only require 1 TeamUnit?. The exact TU requirements for each player of a race will be based strongly on the basic points costs for those races in real W40K?. The other means of evening the odds will be through the use of Companion Bots. While Space Marines, Necrons and other expensive armies will not recieve these, other more numerous armies will. Each player on a team eligible to use Companion Bots will recieve an intelligent personal Bot obeisant only to them. This Bot will work like a clone of the player in many ways, gaining experience as he does, selecting the same class and using the same wargear(If possible).

Anyway, the mod will allow players to pretty much play anything or anyone from the various available armies. Also, almost all of the wargear will be available as well. The mod will use a fairly complex system of experience, classes and prestige classes to make play more interesting. For example, a level 1 Dark Eldar player only has access to the Warrior class and the Raider vehicle, where as a level 2 player has access to most of the classes and vehicles. Level 3 classes are HQ choice, which will be very limited as to how many players can be members and level 4 classes will be Special Characters. Gaining access to a Special Character class will be a lot of work but will ber well worth it. There will be restrictions on how many players of a certain level and/or class may exist at any one time. These restrictions will take into account any Bot players on a team, as well as Companion Bots. The restrictions will be roughly similar to the force organisation system used in normal Warhammer 40K. Thus, in a game of 40K for UT2003? there may only ever be two HQ class players on any one team at any one time, although excess players that reach level 3 and gain access to the level 3 classes, such as HQs?, will be able to join retinues belonging to existing HQ class players.

Prestige Classes will be optional upgrade classes that can make play more interesting for low and mid level players. Prestige classes are classes like Sybarites, Exarchs, Veteran Sergeants, etc. These are essentially similar to the normal class that they're a prestige class of, but allow for the player to make use of a more diverse range of wargear. These classes may also have slightly different weapon options. Prestige classes will also be restricted as regards numbers. This will be done in relation the number of non-Prestige class players of the same base class in existence. Thus, if there are only 2 Dark Eldar Wrrior players on a team the only 1 of them can ever be a Sybarite.

Also, similar to Natural Selection forn HL, HQ classes will be able to make use of portable battle computers to give their teammates commands from an overhead perspective. Of course, unlike NS, the commander is encourage not just to sit back and command, but also join the fight, as he or she can make a hell of a difference, especially in close-combat. HQ classes will, however, gain some experience from commanding, so it's not an entirely moot option and can prove very useful for guiding those silly players who don't know quite what to do.

The vehicle system will be similar to that found in Tribes and other vehicle-based games and game mods. One player will have to pilot a vehicle while variable numbers of other players are transported within or man the various guns on the vehicle. Depending on the size of the vehicle, this can be quite a large-scale operation. For example, a Dark Eldar raider only requires 1 pilot and 1 gunner, although it does have room for 10 passengers. A Space Marine Land Raider, on the other hand, requires 1 driver as well as numerous gunners to operate at peak efficient. Not to mention the fact that it will be able to carry a number passengers.

The mod will also implement the large majority of weaponry and wargear available in W40K?. These will be modelled as accurately as possible in game and will also interact strongly with the basic game rules.

The core rules behind the game will be an attempt to bridge the divide between a tabletop wargames like W40K? and first-person shooters like UT2003? with as little deviance as possible. Thus, the wounds system used for W40K? models will determine the amount of a life a player of a certain class has. The armour system will probably be altered to be somewhat more similar to that of most FPS games, as a W40K? style save-or-not system would possibly not be as much fun in an FPS. However, the armour values would still play a great roll in determining the effectiveness of the various class's armour. Other model stats, like S, T, WS, BS, A and I will also play various roles, although how Ld(Leadership) would be implemented is open to debate.

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