Seen a couple of threads where people have posted ideas for features etc they'd like to see added and I have a couple of thoughts I'd like to share. I'm avoiding the obvious AI fixing because there is enough about that already. The things I think are missing from the game is the quality of life stuff that really explores the setting and nature of Necromunda as a concept.
Operations vs Campaign:
I am really missing growing my gang in the underhive. By this I mean taking and holding territory, balancing a lawful existence with a badass reputation, meaning to the things we do down there beyond raising numbers in an arbitrary rating system. Necromunda (for me certainly) isn’t about climbing a league table so this generic format is really souring the experience.
My first thoughts on this is to change how the operations are run. Rather than the rinse repeat cycle of random popup missions to gather generic resources, how about a procedurally generated sector map say 10x10 with each tile of said map being a zone to control. Some offer little more than a passive income increase (thinking rents squeezed from the denizens living there), others have reason to seek control over it like a weapon shop (for the discount), medical bay or fungus farm for sim packs or better recovery times. The zones can be randomly generated to include all sorts of missions and goals, maybe even crossing over missions where two gangs meet but not immediatly need to fight. An escort mission in a zone where another Gang is collecting medical supplies, do they need to fight? maybe not, but maybe they see a chance to ruin the other gangs day. More gangs specific missions are a must. Orlocks stealling Goliath steel shipments. Escher breaking in to destroy medical equipment supplying house Van Saar. More story driving events in match to build the narrative of the underhive. Are you sneaking into enemy territory to open gas vents to poison their denizens? Reprogramming water pumps to send your territory clean water? Things that make specialist classes more characterful. The enemy is sabotaging air filters in your zone, get you mechanic to fix them while the enemies try to destroy them.
These little additions get the players more involved in their gangs and the adventures they go on. Capturing a zone grants the gang it’s bonus and allows access to adjacent zones so each gang will have to work its way across a sector to grow and gather the goodies contained therein. Gangs will inevitably battle over resources when the borders of their territories meet and this will lead to far more involving planning stages when deciding where to strike next will have meaning. Do you attack the munitions factory for the free reloads bonus but leave your weapons dealer exposed to counter attacks? If only you had more goons in your gang to cover those locations….
The B-Team (and C Team) :
This is where those benched gangers can actually do something. Each up to 5-man squad could be a sub-gang you can move and act with on the sector map. They can work locations to boost income/bonuses, guard locations against attacks or provide an addition assault force when striking a target. The more powerful your gang becomes the more sub teams it can run in a sector which would really help represent how much control a powerful gang holds over the sector. Each sub team works like your main gang with low level experience points earned passively when not actively fighting.
Weapons and Armour:
There has been much talk about weapons and I agree with a lot of the suggestions. The current balance of weapons is wrong. It is balanced to point of sameness. When a heavy points a lascannon at a goon (providing they hit it at all) I expect to see a smoking pair of boots left. These weapons punch holes in tank plating! Nothing available in the underhive should be protection against it, unless our lucky goons are sporting Terminator armour. The same for plasma-based weapons, these are rare and mighty weapons that are too readily available and too weak to mean anything in game.
Flamers don’t set things on fire which defeats their entire purpose. It is rare to catch more than 2 people in a spray which leads me to think it should have a secondary fire/skill to spray a larger area. Using the barricade template mechanic, we could place a “fire wall” that is either impassable or very deadly to cross, each wall costs 1 ammo to place and lasts say one turn, you could stack the wall in place for longer turns per ammo spent. Let’s see them cross that bridge now!
Weapons in general are sadly just rock, paper, scissors with little to distinguish them form each other. They are all too cheap and too readily available since we can loot everything from enemies. Stopping to rip the rivet gun from a lay-mechanic sounds fun at first, but quickly fills your inventory with money and being knee deep in guns and grenades is not what Necromunda is about.
Getting military grade hardware in the underhive should be exciting, going up against it should be equally terrifying. A deadeye with reliable lasgun in the rafters should give anyone pause before they cross that open space.
Rather than the tier system we have now I’d use 3 grades of weapon, janky, standard issue, master crafted. Each with improvements to damage output, reliability, and value and with increasing difficult of getting hold of one. A janky autogun is what every new ganger gets, like every juve gets a stub pistol.
Juves:
I don’t like juves specialising right out the stalls. Let them be classless until they hit ganger state then specialise. That way juves will feel as weak and pathetic as they should be but makes bringing them along to train them important if we want to progress. Can we please get some juve models?
Knockbacks, safezones, falling damage:
Necromunda is all about the vertical space, and there is a deeply satisfying part missing since we cannot shove each other off the edges. I figure this is a constraint of animations/time but lets get this added down the road. Shotguns are a deeply loved weapon for their spread and knock back potential and it would really mix up game play to have to worry about being blown off a ledge or fall making a jump.
Enforcers and lawful actions:
One aspect of Necromunda I used to love was the wild west in space feel the underhive had. A shanty town build up on the back of a moisture farm wouldn’t just let any old gangers muscle in on their profits. Local law enforcement would resist gangs setting up protection rackets or intercept their attempts to rob resources for rival Guilders. When the local law wasn’t strong enough, the Arbites were quick to bring swift and harsh justice to a sector if unrest threatened hive production targets. There is no mechanic for this currently leaving our actions as a gang meaningless. When generating a mission, be it a generic collection or something other allow the choice of aggressor or defender. Aggressors earn Unlawful points; Defenders gain Lawful points. Too many Unlawful points and bounty hunters might start turning up to collect rewards against you. Become to infamous and the Arbites themselves will start responding to your activites, even assaulting your HQ when it comes to the attention of the Hivelord. On the flip, Lawful points can get you access to better law enforcement equipment, better armour, and bounty contracts for enemy gangers. Should you earn enough you might even be able to summon Arbite support when defending your HQ or assaulting an enemy base.
Okay, that's enough typing for today. Love to hear what other people think, good or bad, like the ideas or hate them, lets talk!