Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

檢視統計資料:
Kriegschneck 2016 年 1 月 23 日 上午 2:42
Micro-warp jumps? Really?
It is absolutely terrible idea, which also does not fit to wh40k:eagle:
It is necessary to remove them from gameplay.
< >
目前顯示第 16-30 則留言,共 88
Takao 2016 年 1 月 26 日 下午 1:16 
Micro warp jumps are possible in the fluff, but they are not something you do as a rule of thumb, since a warp entry and re entry into real space make a huge strain on the ship.

If short warp jumps are in the game and are a "use only once per battle desperation escape card" thing, then there is nothing lore breaking here.
Master Tang 2016 年 1 月 26 日 下午 1:59 
引用自 Valegorn
引用自 Desolator X
GW has allowed ♥♥♥♥♥♥ games to flood the market, I really don't believe they are that strict with their license anymore XD

No, they still do, you can ask any of the develpers who have made games in their IP
So that plants versus zombies 40k clone is now canon? awesome.
Master Tang 2016 年 1 月 26 日 下午 2:06 
引用自 Beardpick
引用自 Rowboat Girlyman
But don't ships actually have the ability to make short-range jumps? Maybe i'm mistaken, but I think that there has even been instances of captains using it in the lore to pull nearby enemy ships into the warp, so that they are destroyed as they do not have their geller field activated.

I've read quite a lot of 40k books...

Typically there are only certain points in the system that you can make a warp transition with any measure of certainty of not destroying your ship or getting lost in the warp. So a micro jump really doesn't fit well in the universe as it's been presented.

Then again this is a game...and they are going to put all kinds of ♥♥♥♥ in the game that isn't in the books...so meh.
The books, general fluff, different codexs, the pen and paper Rpg:s often contradict each other. The table top rules themselves aren't even clear sometimes and are up for debate/interpretation. And now with Age of Sigmar have they shown how ♥♥♥♥♥♥ they really are in these aspects.
Master Tang 2016 年 1 月 26 日 下午 2:09 
You can do short warp jumps in Rogue Trader, the pen and paper RPG. So it's 99,9% canon. It's not something you do lightly though If you don't have a good astropath.
Mina Miko 2016 年 1 月 26 日 下午 2:18 
Im a huge fan of warhammer 40k so here's my take on it.
Its a core theme to the franchise that the warp is one big deadly mess that nobody toys with without taking great risk, but its also part of the lore that there are always exception to the rules.

I feel like micro warp jump could be in this game in a believable fashion, but only if it comes with limitations to it that make you think thrice before doing it. An actual, deadly gamble that makes you stop and think "Am i really out of options that bad ?" so that it dosent turn out like star trek or star wars where small scale jumps are a viable tactical option.

So yeah, it could be possible, but it should not be tactically viable. It should be something you do when you have no better option and doing so still carries heavy risks.
cowinspace 2016 年 1 月 26 日 下午 3:26 
It fits quite well actually. Tau ships use a similar method of propulsion; they "dip" near to the warp then rebound back into real space which accelerates their ships to interstellar speeds (though still lower than that of warp travel).

So even pushing a little would be enough for a short burst of acceleration without incurring the wrath of the warp.
最後修改者:cowinspace; 2016 年 1 月 26 日 下午 3:26
sand.zzz 2016 年 1 月 26 日 下午 4:08 
How it fits in canon/lore aside - perhaps the short jumps were a necessary mechanic toward balancing combat.
cowinspace 2016 年 1 月 26 日 下午 4:15 
引用自 sand.zzz
How it fits in canon/lore aside - perhaps the short jumps were a necessary mechanic toward balancing combat.

Well, given the real time/cooldown based gameplay it's likely that the Imperials won't be able to lay their infinte wall of torpedoes down from across the board and I'm guessing that there will be major limits on Nova Cannons so it's probably in their to make up for their deficient long range play.

On the plus side playing Eldar should be a damn site easier without having to sail round a string of torpedos every 10cm.
FlyingCheeseCake 2016 年 1 月 26 日 下午 4:46 
I don't see how the lore prevents micro-warps, but it certainly doesn't recommend it. As I understand it, much of the danger of the warp is directly proportional to the distance you travel through it and the length of time you spend in it. The longer you are there, the more you have to rely on the ability of your navigator. True, there are always stories of a ship making a routine jump to the next system and re-appearing hundreds of years later (or not at all), but for the most part shorter warp jumps are "safe" (for extreme values of safe) enough for enough merchant vessels to use it to make the economy work just fine.

As an aside, there is even a technical device that will allow a ship to plot a perfectly safe warp across a handful of lightyears (I believe it can be found in Rogue Trader), but depending on which Tech-Priest catches you using it, you may or may not be turned into a murder-servitor. And Omnissiah help you if one of the Navigator Houses catches you with it...
Master Tang 2016 年 1 月 26 日 下午 5:20 
引用自 FlyingCheeseCake
As an aside, there is even a technical device that will allow a ship to plot a perfectly safe warp across a handful of lightyears (I believe it can be found in Rogue Trader), but depending on which Tech-Priest catches you using it, you may or may not be turned into a murder-servitor. And Omnissiah help you if one of the Navigator Houses catches you with it...
I don't recall that "items" at all, but I don't doubt that it's there somewhere. It's probably not that common and most likely a relic.
Serious Business 2016 年 1 月 27 日 上午 12:51 
引用自 Ahmazzan
Yars, it honestly doesn't sound that far fetched. Short ranged jumps (anything under five light years) are apparently very accurate, so a "tactical" jump I can live with as a gameplay mechanic. I would *imagine* it has a hefty cool down, but we'll see.

What concerned me more was that it's been said that ships can "warp jump out to undergo repairs, and then come back to the fight." If lore accuracy bothers you, that should be far more bothering than tactical warp jumps, since not all races even make use of the warp regularly (Eldar for example) so what will they do?

In the tabletop version, ships withdrawing from fights would just turn their engines off and power down their systems, hoping to drift out of the combat zone undetected, but due to the distances we'll be fighting at in Armada, that wouldn't make any sense either.

We'll just have to wait and see, and be happy BFG is getting a good looking video game adaptation at all! :x

These ships are HUGE and warp translation takes hours and can only be done at a Mandeville point safely. It makes 0 sense for ships to be able to make small warp jumps. Ships get lost all the time in the warp and you need a Gellar field that requires you to disable void shields.

Yes, the setting knows personal protection gear as employed by Belial, which avoids critical damage by slinging him a short distance through the warp. Every time this happens, there's a chance he'll never make it out of there. This tech is also extremely rare. It's just not going to be mass produced for something the size of 50 oil tankers.

tl;dr micro warp jumps are ♥♥♥♥♥♥♥♥ and immersion breaking. Even Chaos ships don't have access to that kind of ♥♥♥♥♥♥♥.
Master Tang 2016 年 1 月 27 日 上午 7:23 
引用自 SkeletonHarvester
引用自 Ahmazzan
Yars, it honestly doesn't sound that far fetched. Short ranged jumps (anything under five light years) are apparently very accurate, so a "tactical" jump I can live with as a gameplay mechanic. I would *imagine* it has a hefty cool down, but we'll see.

What concerned me more was that it's been said that ships can "warp jump out to undergo repairs, and then come back to the fight." If lore accuracy bothers you, that should be far more bothering than tactical warp jumps, since not all races even make use of the warp regularly (Eldar for example) so what will they do?

In the tabletop version, ships withdrawing from fights would just turn their engines off and power down their systems, hoping to drift out of the combat zone undetected, but due to the distances we'll be fighting at in Armada, that wouldn't make any sense either.

We'll just have to wait and see, and be happy BFG is getting a good looking video game adaptation at all! :x

These ships are HUGE and warp translation takes hours and can only be done at a Mandeville point safely. It makes 0 sense for ships to be able to make small warp jumps. Ships get lost all the time in the warp and you need a Gellar field that requires you to disable void shields.

Yes, the setting knows personal protection gear as employed by Belial, which avoids critical damage by slinging him a short distance through the warp. Every time this happens, there's a chance he'll never make it out of there. This tech is also extremely rare. It's just not going to be mass produced for something the size of 50 oil tankers.

tl;dr micro warp jumps are ♥♥♥♥♥♥♥♥ and immersion breaking. Even Chaos ships don't have access to that kind of ♥♥♥♥♥♥♥.

I just checked my Rogue Trader books, there's no restriction how "short" you can warp travel. You just need to do the same skill checks as you have to when you do a long one. So if you are unlucky you could turn up a few km ahead of your location but 1-2 year later.

Rogue Trader should be seen as canon if anything.
Valegorn 2016 年 1 月 27 日 上午 11:45 
Master Tang

Nothing is set in stone, especially with the 40k universe. Yes GW signed off on the plants vs zombies 40k game, just as they did this and future games. If that isn't good enough for people then I'd suggest they'd find another IP to get their panties all in a twist about.
Schmittfeuer 2016 年 1 月 27 日 上午 11:54 
引用自 SkeletonHarvester
These ships are HUGE and warp translation takes hours and can only be done at a Mandeville point safely. It makes 0 sense for ships to be able to make small warp jumps. Ships get lost all the time in the warp and you need a Gellar field that requires you to disable void shields.

Yes, the setting knows personal protection gear as employed by Belial, which avoids critical damage by slinging him a short distance through the warp. Every time this happens, there's a chance he'll never make it out of there. This tech is also extremely rare. It's just not going to be mass produced for something the size of 50 oil tankers.

tl;dr micro warp jumps are ♥♥♥♥♥♥♥♥ and immersion breaking. Even Chaos ships don't have access to that kind of ♥♥♥♥♥♥♥.

I know people like to take 40k way too seriously and I'm the last one to judge anyone for it, but come on, it's just an ability in some RTS that we haven't even seen proper gameplay footage of yet.

I'm sure you're free not to use it if it really kills the immersion of flying a space cathedral with broadsides through a 2D space ocean for you.
Valegorn 2016 年 1 月 27 日 上午 11:58 
^^^^^^^^^^

What Schmittfeuer said. Well said my friend
< >
目前顯示第 16-30 則留言,共 88
每頁顯示: 1530 50

張貼日期: 2016 年 1 月 23 日 上午 2:42
回覆: 88