A case for the inclusion of non-hostile mobs

Now I know what you think, it’s a tide game, so what’s the point of that? Well, I think that a rare inclusion of a squeamish-type of mob that would just run away as soon as they saw our characters would add a lot to the immersion. It could be scavengers or some heretic hobos that aren’t willing to fight and just bail through the spawn gates. You wouldn’t need a lot of them during the mission, as little as 10 would do I think. And immersion would benefit greatly from this addition

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I kind of get what you mean, Tertium is a city, so you want to see heretic civilians/cultists scampering away when they see the loyalist rejects.

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Agree 100%, especially for a “recreation” area like Carnival is supposed to be… Would be really nice for immersion if there’s some normal civilians around!

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Well they did say this was an avenue they want to explore in DT having laid the groundwork with the bone boys in VT2 (an actual seperate from the enemies AI faction). So I hope we get to see lots of it.

Let me watch guardsmen get eaten by poxwalkers.

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I believe the Cut throat vet even warns on some missions “Be wary of non coms” (stand for non combatants) or something like that. Would love something like this.

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Cool idea generally, I have to be honest though the first place my mind goes reading this is loot rats.

And hell yes I’d like to see a loot rat equivalent in DT.

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they actually said they steered away from making fully dedicated classes for class trees so that they would spend less time on “making fully fleshed out characters with well-thought class mechanics and lore”

ie, immersion is not on the table for them

“Hey! I bet you 5K Ordo Dockets that I can headshot that random hobo over there on the first try.”

But this is the one game where Guardsmen are portrayed as competent soldiers :pleading_face:

The DT-equivalent of a Loot Rat would have a very, very, VERY short lifespan. My Mk II Helbore would absolutely destroy it.

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I find it difficult to believe that was their reasoning for it. The Class Trees were made so that each player could just mix and match their characters’ new Careers’ traits instead of following a more rigid Career system.

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they legit said they didnt want to make well synergized and lore heavy characters hence trees but ok

According to what?

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their original announcement, they said it

i didnt put in quotation marks for no reason

I’m gonna need some proof, mate. I’m sorry, but I didn’t ever see that.

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Sure, u get more personalization, but as of right now it’s been essentially a power boost to every single class. Additionally, they’ve also cut out a lot of work for themselves right now and in their future.

Plus, you can translate this as never having another dedicated class because as they’ve said, “we’re trying to change that.”

That isn’t at ALL what you said.

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its called making an inference

No, it’s called taking something out of context.

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