Modifier Idea - Moebian Fire Team Support

Modifier - Moebian Fire Team Support

“We’ve got reports of 21st/53rd fire teams being held hostage and interrogated down there, as well reports of an unusually large amount of heretics. Bring them back alive, we’ll need every man and woman we can muster for this war. The 21st/53rd will be deploying with you to assist in the rescure.”

Description:
21st and/or 53rd Guardsman will spawn along side the main strike team to assist, either possessing basic bot ai, or scab shooter ai.

Through out the mission at rescue points, there will be one to two Moebian Guardsman you can rescue. They have a chance of being ally variant of a gunner or shotgunner. A maxium of 6 allied ai Guardsman can be alive at one time.

They have a large health pool and only one wound. They are able to free allys from trapper nets, revive downed party members, as well as focusing fire on tagged specials when tagged.

At least one Guardsman, either from the intial start mission spawn, or rescued, must survive to the end of the mission to get the modifier reward.

Why:
Just an idea for an interesting modifier that alters the gameplay. I also personally want to see 21st in action, other than being mannequins or dead bodies on maps.
I also truly enjoy the company of friendly ai, like Halo’s Marines or the guardsman in Spacemarines 2.

I know Darktides gameplay loop goes somewhat against this idea, hence why its a modifier. Something like this could also he made a mission as well, allowing better design for implementation of friendly ai.

Please let me know what you guys think!

3 Likes

I don’t think it should be a modifier or that they should have permanent squad mates, but sections where you join an on-going fight between the traitors and loyalists would be cool, with a couple of scab shooter equivalent guardsmen who wouldn’t follow you out of the area.

They probably wouldn’t do well if the players had to fall back to them with a group of melee elites, boss or horde, but imo that would be fine.

6 Likes

Agreed. “companions” would be an awful idea because they’d just get in the way.
Firefights between loyalists and heretics would be very very cool to have.
So far we’ve only ever been deployed into the heart of enemy territory, would be nice to enter the frontlines for once ALA space marine 2.
Honestly even if the “battle” was 100% completely visual only and have no actual gameplay effect it would still be a very nice breath of fresh air as far as new environments/maps go. Even if it would be a brief moment in the mission.

1 Like

Funny because the tutorial has actual fights that play out that you can see

And then the rest of the game doesn’t

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Or Entrenchment: The Moebian 6th has entrenched heavy weapon teams scattered around the map, so like emplacement heavy bolters, mortars, lascannons and autocannons. If you capture them, you can use them as an emplacement weapon or the ogryn can take it with them.

Outside of the condition the heavy weapon teams can be a rare roamer (or in this case, idler) spawn.

1 Like

I dont even remember that at all.
if it already exists then it would be easy to implement, simply recycle that scene and done.
Some ppl might complain about recycling assets but i highly approve of such development (as i do it myself all the time :P), efficiency is good.

Considering how the current bot AI functions in game, I doubt they’d truly get in the way.

That and they could also be programmed to say farther behind the group if somethings like that were to happen.

I personally feel like it would be better if a mission was made to accompany a segement of friendly ai having an actual battle that players could affect, instead of still making the 21st card board cut out gifs.

Reason being, missions in Halo with tons of Marines are incredibly fun, especially watching them kick ass or the player themself saving the marines from a near death encounter.

The idea behind it was a modifier that would be semi rare as lights out or pox gas, providing a different playing experience that drastically alters game flow similar to those modifiers.

I would love for something like this to happen in a mission designed for it.

Like assisting in a large siege at intially, and then flanking around to allow kill gun emplacements or unlock a door for the main force to proceed.

Consider how important sound is in this game. Say you now have friendlies that emit the same sound as the enemies. That would f&^k with your head all the time and be extremely annoying. And its not like we need the help in the first place, so they would get in the way.
I dont want some useless bots following me around and giving me false alarms.
Not to mention if they’d look almost the same. Take a look into sienna’s skeletons. Alot of people constantly mistake them for enemies and waste time swinging at them.

I definitely agree sound is important, this could easily be remedied by giving them a softer sounding las gun shot similar to the las gun all the human classes have.

And I’ve definitely been in games where crap is falling apart and help is needed. The modifier it’s self will include high intensity to give more things to shot at for you, your teammates, and friendly ai.

Though I personally never had issues with telling friendly from enemy apart, giving them a bright purple or green skeleton compared to player teal skeleton would help with telling friend, player, and foe apart.

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