Last Online
Recent Posts
posted in Necromunda - General Discussion read more

For now, things are very promising, but i would rather wait for now. I really want to know how they will adress classes, since in the new Tabletop they are nice, but pretty "generic". I hope they go the Mordheim route making different types of champions/henchmen.

Still, the Trailer looks damn nice to be honest.

posted in Necromunda - General Discussion read more

I like a lot what i heard and what i've seen. If the images are the placeholder models for the gangers, they look superb. Overall, the images were really nice and if the game is like that running on the Unreal engine, it will definetly look gorgeous.

As well, i'm delighted to know there are much bigger maps. Mordheim maps, despite the fact that everything seemd a thousand miles away, were kinda small. I wonder if maps will all have the same size or there will be smaller/ bigger maps to mix it up a little bit.

The change in the deployment is also something much welcomed from my part. I just hope deployment rules aren't as restrictive as they were in Mordheim and that you can either complete secondary objectives or spend money to have more deployment rules to choose.

What i don't get is the real time move before you find the enemy. Gotta get a good look at that and to the new options available to climb and move to different altitudes and all that. Same goes for enviroment hazards (exploding barrels sound nice, but the underhive has more to offer).

Everything looks very promising and i hope everyone can get a nice look to a few screencaps or a much later dev blog about how much the game has progressed. Keep it up, because you are doing Gork and Mork's work.

posted in Necromunda - General Discussion read more

@vile-beggar said in Things I hope they don't bring from their Mordheim:

Please remember that for some of us here it wasn't just "their Mordheim", it was "our Mordheim", each and every aspect of which we hold dear. It's so heartbreaking to even think of the funniest jump/climb mechanic removed entirely. I and those who share my opinion would love to see those fun and cruel mechanics expanded even further, not reverted. Beautiful design, interesting combat mechanics and the unforgiving but fun and thrilling randomness of the City of the Damned (climbing, crits, injuries etc.) - this is what made your game special.

For me, the funniest parts where when enemies climbed somewhere and weren't incapable of jumping down. Or when big enemies tried to go through doorways and ended being stuck.

posted in Necromunda - General Discussion read more

A multitplayer campaign would definetly be quite damn good, because aside from having tons of potential and providing lots of extra hours of playability for the game, it can also help cement a good community around the game. And of course, the hilarious potential for good stories to surface from countless battles.

But about the wound system, the tabletop system would definetly be a huge gripe for many because of how it works. The current wound system is definetly not the best, but it works and it's easy to learn how it goes. I'll put an example: Let's take you have a Goliath ganger (base toughness 4) and you shoot it with a buckshot shotgun (shotgunes have different types of ammo). Your chances of inflincting a wound on a target with toughness 4 with a weapon with strength 2 are abysmal. And in a long campaign you can make your gangers tough as hell. Tough enough so they can shrug off las weapon shots like nothing and even bolter rounds.

If there is something i want they did in order to rebalance the wound system is applied to weapons (also because most weapons in Mordheim felt same-y): Ranged weapons have fixed damage but there are weapons that have more damage than others at the cost of certain penalties and such, while weapons with lower damage have certain benefits.

For example, starter pistols would do from 15-20 damage per shot but they have 1 free reload and +10% hit chance, Las pistols would deal 24-25 damage and never fail an ammo roll, and Bolters would deal 46-52 damage and have a considerable penalties to their ammo rolls. I think it's important to make less powerful weapons more practical with several bonuses (like they tried to do in Mordheim with daggers) in opposed to more powerful weapons that have other drawbacks.

This also ties with other things like how armor will be implemented, but that's another completely different subject.

posted in Necromunda - General Discussion read more

About making the turf gain something more specific, it could be done if permanent gangs are implemented: All gangs are given around 10 pieces of territory, all random and in the first missions you do with your gang you take your first turf from one of the weakest gangs in the area wich will be something really nice, like a settlement, a mine or a betting house.

After that, it could be done in two ways: you choose before battle what turf you will be contesting and you have to do like 2-3 battles (depending on how fortified the place is) against the enemy gang in order to add that territory to your turf, or you can fight an enemy gang a few times and after that, you can choose 1 out of 2 turf you have the chance of gaining.

And about the raiding missions, those could be done in the random missions. Let me explain: your gang gets informed that other gang is moving their weapon caches to another location, and so you can attack them while they are on the move. That could be said with some other things, like ore shipments, archeotech, etc... But these need to be spiced up a little bit in order to make them more interesting.

posted in Necromunda - General Discussion read more

With the Story mode or regular campaign, i think that with 1 or 2 AI gangs will be too short to be honest. If i play the campaign i want to go for something long that can have many bumps in the road. I think it would be better with 11 AI gangs (with 4 zones, each with 4 gangs). That way the campaign will be more interesting because you might be able to see how the balance of power in other areas and in your area shift betwen the warring gangs.

posted in Necromunda - General Discussion read more

In all due honestly, i prefer the old system. It adds a lot more depth and if they make turf gain random (you can't choose what you get) it will force to adapt you to it. For example, if you get the waste pool or the ruined dome, which are not that good but they give steady income. One thing that they can do with turf too is to make it like the Mordheim veteran system.

For example, you get a clinic and that decreases treatment price of your gangers by 2 to a minimum of 1. You can get more clinics and that means you can treat your gangers for barely any money. As well, you can get other neat stuff like Guilder office (more chances of sales), Guilder market (Better prices in the market), drug labs (random chance of getting a consumable drug)... There are many possibilities to this and it all comes down to see how the devs are going to adress it.

I think they will keep making it turn based like in Mordheim (In week lapses) but in Necromunda it will be by shifts. One shift will probably be what one week was in Mordheim.

Turf isn't a measure of how good your gang is, it's just how territory you have and by extension, how rich your gang is. How good your gang is is shown by turf, gang rating and prestige wich you your wealth, how good your fighters are and how much fights you won. For example, you can have a gang that holds little turf and has lost a few fights, but they are a tough bunch of mean and hardened veterans.

As well, i agre in the fat that we need permanent gangs in the game to make the game a bit more fair and also more interesting. And if they do this, they might be able to bring back old rules like Hatred and blood debt, which make the game more fun and slightly more challenging.

posted in Necromunda - General Discussion read more

Well, we could expect a single player campaign like the one we had in Mordheim with progress in several missions and working up to story missions.

And i guess we will have too skirmishes as PVP multiplayer

posted in Necromunda - General Discussion read more

True. Human gangs are the priority. Some xenos mixed in betwen with a few chaos followers and genestealers might be a good idea in the long run, but for now they should focus on giving us the 6 houses, the Scavvies and the Ratskins.

If we later get our hands into a genstealer cult, some chaos followers, dark eldar raiders or a tribe of orks/feral orks (Since we don't know the numbers), it's good. We even might get some nifty and dangerous neutral enemies, such as an ork nob that wandered off to get some fancy trophies or even a genestealer.

posted in Necromunda - General Discussion read more

As well, there was a mention of a Hive that was destroyed because it became a main hub for Ork raiders in the planet.

I know it's a long stretch to say that there will be orks in the game, but we might have the chance of wandering into some grot that gets lost.

Overall, things look really nice and the rules talk about all the houses and their main themes, but the other houses will, more likely, be implemented later on.

Looks like your connection to Focus Home Interactive - Official Forums was lost, please wait while we try to reconnect.