General ideas/suggestions for new content

It’s just that it’s a joke at the expense of a highly marginalized group of people. I’d ask you to please reconsider the post.

Anyway back to the thread topic, here are some things we might see:

Personal berths/cabins on the mourning star that you can decorate with furniture/art/statuettes/tchotchkes that can be collected from abandoned habs during missions or bought from the commissary/cash shop with appropriate currency.

More mourningstar areas to walk around in.

Some sort of addition of stakes for the player. I’m thinking something like an imperial/heretic control mechanic whereby Tertium’s various zones/maps show a control meter and winning at different difficulties/conditions increases imperial order by varying amounts. The higher the control the greater the potential blessing unlocks or other rewards for players. This could be done in a cyclical fashion with rewards unique to each cycle. Rewards could apply zone by zone too. For example, higher plasteel payouts for controlling metalfab-36, more dockets for controlling throneside, etc. Totally spitballing this one, but I’m thinking of something in this vein anyway.

I said keep it friendly and this seems a bit extreme. I don’t want to “advocate” or “discourage” anything like that, I just think it would be a good gameplay feature to edit your WHOLE character post-creation.

I do miss Vermintide 2’s character quarters and how each one was suited to each character with its own personality. I’d like to customise my own room (maybe at Level 30 you get your own room, and office even, instead of a bunk or something, for lore reasons)

I’d love new mission objective variety on top of new biomes for our missions.

HOTSHOT HELLGUNNNNNNN (sorry, we Veteran Gunners are starving) I’ll gladly swap out Infiltrate for Executioner’s Stance again if I can open up on these heretics with a Hellgun.

NEW GAME MODE: 4x4, in the style of l4d2

4 players complete standard ops.
4 players play as elite units.

Playstyle would be in the form of your first elite being chosen at random, and when you die as an elite, you are given the choice of a randomly selected pool of possible elites for that map and 5 seconds to choose before being locked into a random option.

As you progress as an elite, by dealing damage to the players, straight up killing them or completing optional objectives that make life harder for the inquitior team, you gain skill points in the same style as the 4 main classes. These points can be used to unlock variants that will be made available on death.

Class options could potentially be:

  1. Melee classes could start out as ragers, unlocking maulers before getting the carapace rager.

  2. Ranged classes start as a flamer before getting the shotgunner and finally machinegun variants

  3. Ogryn start out as the shield ogryn, unlocking the gunner and then the carapace sledge variant.

Unique mobs can randomly show up in the respawn listing, including the pox hound, sniper, trapper, grenadier and maniac.

Map traversal would operate via entering a doorway, being given an overview of the map and being able to chose from any doorway within a certain range of the inquisitor squads units. Doors will not operate if the elite is either in a certain range of the inquisitor squad members or said members have a Line of Sight on the elite. Ammo will be restored upon entering a doorway, but will deplete while in action.

POSSIBLE PLAYABLE CLASSES

-----------------Skitarii-----------------
Lore reason: Hadron can request assistance from the mechanicum.
Melee: A choice of various ambilical arm attachments, such as buzz saws for cutting hordes or armor plating, turning the arm into a sledge hammer.
Ranged: Small selection of lasgun weaponry and two unique rifles:

  • The arc rifle, allowing low-moderate damage single fire rounds or a charged horde stunner.
  • The galvanic rifle, slow firing rifle that peirces multiple targets.
    Skill tree options:
  • Class skill 1 = Repair protocols :Units in cohesion get their weapons reloaded and fire rate boosted
  • Class skill 2 = Awaken machine spirit: Nearby enemy guns stop working for a limited time
  • Class skill 3 = Defensive subroutines: any units are repeatedly attacked by your ambilical arms
    Auras
  • Dispensor: Slow ammo regen for those in cohesions 1% of total ammo pool every 5 seconds
  • Reclemation: potential for killed elites to drop small packets of ammo
  • Mars pattern rounds: cohesion units gain a 10% chance that bullets fired ignite enemies

-----------------Inquisitorial Spy-----------------
Lore reason: Deep cover requires sacrifice, but your handlers are gone and now you are just known as a traitor.
Melee: Blades and swords
Ranged: Flamers and autopistols

Skill tree options:

  • Class skill 1 = Subversion: hordes turn on eachother, targeted elites fire at eachother
  • Class skill 2 = Misdirection: Holograms of any units in cohesion will spawn and run off, enemy units will give chase
  • Class skill 3 = Information warfare: Any elite units currently in the field are permenantly highlighted, giving a temporary damage boost to whoever kills them
    Auras
  • Covering fire: Cohesion allies gain damage boost on enemies in smoke
  • Rapid retreat: Cohesion allies gain increased movement speed when near 3 or more enemies
  • Hit and run: Cohesion allies gain 10% backstab damage

-----------------Maps i would like to see-----------------
At level 30, the heretic is uncovered and they are converted into a servitor at the commisar. I would like to see a map inside the ship where we fight off a boarding attempt by the heretics she was in contact with.

Assassination map: We fight our way up the service section of an imperial governers office after it is revealed he is working with the heretics. a map that transistions from squalor to fancy imperial living.

Escort map: Have the squad board a train, kill all the heretics on it and drive it to its destination where we steal back a stolen leman russ tank, escorting its parts back to the train. The train itself will already have the main chassis on it, but at the next set of stops we steal tank treads, the barrel, its engine and its fuel tank.

“Stealth” map: we are the distraction for another squad. The layout is less important, and can even be a pre-existing map, but this mission is purely so we can live vicariously through another unit as they encounter issues that we resolve, such as disabling alarm systems, redirecting patrols and hordes to our location, baiting bosses to fight us instead of the other unit.

-----------------Enemies-----------------
I am sick of fighting the same people, over and over and over and over.

Tyranids. ofcourse. We are cleansing a hive city, why not throw in a genestealer cult. Instead of a horde of pox walkers, give us 3x more units with a fraction the health as gaunts swarm us. Replace maulers with hormagaunts and replace the shooters with termagaunts.

Thats it. thats all i want when it comes to enemies, i just want something new.

-----------------Background stuffs-----------------
I would love random encounters and background events because as it stands, its very bland.
Some possible ideas:

Plague beast bursts out of a doorway, a grey space marine busts through an opposite wall, charges it and stabs the living daylights out of it before rampaging through the opening the plague beast used, collapsing it as they go.

Trazyn the infinite, in the background, just stealing stuff. It doesnt even need to make sence, just put him in the distance, yoinking some equipment or squads of enemy units before walking off.

Heretic forces battling local imperial guard units. Nothing special, just make it feel like we’re not the only ones out there.

Thats about it. Thats my thoughts on the subject of what id like to see.

Yes you do silly! Giggling about marginalized people is a big ol’ politics.

I thin it would be really cool to have an ongoing battlefield ourside the second hive, where you would have trench warfare that would feature the team first starting in the trench and proceeding further inside to conduct a series of missions like sabotage a power supply.

First map: trench, raid / strike / assasination
Communications trench(raid/strike), assisination (command hq/ captain)

Second map: comms trench / strike
Open a gate / defend a location for friendly offensive

Third map: disable defences to proceed

Final map: assassination / or proceed defence of location to hold a point / spearhead

I mean the bridges that already exist should be featured as a important points where we should defend the hive

What we will get (probability high):

More maps in the Spire and the hinted other Hive

More enemies, corrupted mechanicum, demons (small to large), psykers (elites to bosses).

More pointless weapons you know those that don’t add anything new and are “balanced”

What I would like (probability low):

New Classes like Tech Adept… and more

Enemies like, Genestealer cult, wildlife/foodstock (corrupted and normal)… and more

Even more maps that are flexible and can be randomised

Weapons that feel like closer to the lore instead of game balance.

Game modes… Time trial, Single player assassin, closed group story campaign, more choices when starting a match adding and removing features (private server option)

The list goes on

I think you don’t even need to have the second hive to do that.

Just have a new Sector where it’s a PDF base+trench system where the Scab and the Dregs have attacked and mostly taken control off. (Which is not unlikely as we’ve seen such a map in the cutscene of the Armoury)

That way you keep the second Hive for something that could offer a new mode, like the Chaos Waste


They tried it in VT2 and we still don’t have it, also why do PvE games have to have a PvP mode ?

That would be very strong, like there is a reason they nerfed the ammo regen on the Vet.


Its just something other than the standard game mode. Shooting the same ai is getting old, and their behaviour is easily predicted. Their threat comes from spawn timing, slamming players when they are at their weakest, but players will be credible threats

A finished crafting system.

Please. Dear christ. More content is great, game needs it, but it still has a core that is intentionally designed to anger the playerbase.

There’s no reason for weapon stats to max out at 80% except that crafting clearly isnt finished yet. Please, finish crafting. Before adding more content, finish crafting. And if you can’t, at least remove the locks already, good lord.

Red weapons when basically, I think first red weapons need to be in game. After that, then new round of crafting improvements->then balance. But this just speculation.

The lack of plasteel is really grinding. Yet the lack of (earnable) cosmetics provides ZERO incentive to play, (Ahem, I would like my bragging rights, for playing x missions on y difficulty)

I do feel a bit that the crafting issues are problems of lack of content too. There aren’t any stakes for completing missions currently. Emperor’s gifts are basically castoffs that no one wanted. The only other thing you get for running missions is a chance to pull the lever which many have pointed out feels like a sleazy player retention strategy. It all feels like a stop-gap to me. Like if they let players freely build-craft with gear the game’s larger issues might be exposed.

one that popped into mind, glasses and sunglasses, idealy ones that can be added in the character creation so it can be used under helmets and hats.

I would legit love this, granted they may have to adjust the hub area to accomedate. In it’s current form I can’t really see communal or private bunks that high up in the ship, perhaps accessed through the elevator?
Maybe the shark team could think of some interesting way to pull it off,.

knowing me I’d probley be fine with the raggy early game underhive look than the late game gold gilded quarters XP

outcast engineer with extra lazers I imagine.

I imagine the regular hotshot being your dedicated elite buster on demand, where as you could take a talent turning it into the street cleaning vollygun.

Pair that with your main weapons already and you got some wild combos to use.
I do not envy the poor team that has to figure out fine tuning that to be balenced, fun and live up to expectations.

Defensive last stand modes, yes! Vermintide and VT2 both had them. I don’t see any reason why they wouldn’t work in darktide given the wild success of such “zombie” modes in call of duty and other games.

Could easily be implemented as a mission type along with assassination, sabotage etc. The only question is how you handle crafting materials drops and suchlike.

I think they are better to stay as a separate mode instead of a mission type.

As for crafting materials maybe have Vaults that can be breached to find plasteel and Diamantine

I hate any thing that limits the way I play, so no to time trial, its garbage, will incentivize the zealot ”speedrunner” play style not cool.

I think adding an expedition system like in vt2 would be epic.

I really like anything that adds more variety or flexibility but I really would like to see is a us as operatives taking part in varied missions on a battlefield. Sieges, trench raids and chokepoint defences, force recon missions.

Or space ship boarding, where you can see the fight outside the capitals ships to disable batteries or command centers / assassinate admiral. That would be insane. Loading screen would be a boarding capsule, extraction valkyrie.

I mean these could be tailored to be community events where a set amount would progress the narrative based on (win/loss) like elite dangerous has.

Also more penances, earnable outfits. (Especially Ogryn I won’t fail to mention my fav big man)