UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

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Scale of Battles (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : General : Scale of Battles) Locked
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Apr 25 2010 Anchor

There are large and small battles in the 40k universe. Although I would like to see large scale battles in this mod, I think that there is more value to be had in focusing on small scale battles. I love the idea of having big battles with all troop types from 40k represented, but realistically the maps will have only a small number of combatants.

In addition, large battles are won more by big strategy than by individual skill at arms or tactics. In a FPS style of mod, the player generally has significant control over skill at arms and tactics. Coordination among players can provide strategic advantages that will dominate in large battles, but it's unlikely that we will have many games where the players are tightly coordinated. The most typical scenario will be pick-up internet games and bot-matches where the level of coordination, and hence strategy, is near nil. In small skirmishes, individual skill and tactics are paramount, and those are the elements that a FPS player has direct control over.

For these reasons, I propose a focus on small skirmishes with the core troop types, rather than large battles representing all troop types. Dreadnoughts and Land Raiders are certainly bad-ass, but out of place when the sum of both sides number a meager 10 men. These battles are on the scale of guardsmen mopping up Orks in the jungle, hive-bangers settling a score, or an Inquisitor's desperate stand against a sinister cult, not pitched battles where the heaviest of armor is deployed.

Note that I am not opposed to the idea of having a broad variety of troop types and vehicles available. I also would like to participate in the largest of 40k battles. But there is wisdom in the maxim - less but better - and there are differences between the tabletop and FPS genres that must be respected. We would do well to observe what makes a FPS great, and ask how we can fit a 40k experience into that framework, rather than pouring the 40k experience we know into a mold that does not well contain it.

Scathing criticism? Fanatical praise? Let loose with both barrels! I have 2 wounds and a 3+ save. O_o

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Apr 25 2010 Anchor

That being said, every now and then it might be possible for say a small strike force of space marines to requisition a dreadnaught in order to aid them in their mission, or maybe an imperial guard battery is standing by for fire coordinates, hence making the availability of these vehicles in the FPS genre a little more realistic.

But good point Brold.

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