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#1 Mephistoned

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Posted 21 April 2009 - 03:40 PM

This Mod is still in its early stages, so if you would like to throw out your amazing ideas for some ingenious new Wolves unit, or a research you would like to see, or an ability, or anything really - this is the place!

Please don't flame other people's ideas here - this is an OPEN forum and anything goes - we're just thinking here!

#2 Long Fang

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Posted 25 April 2009 - 07:39 AM

hi, im a long term space wolf fan. Ive read all the books played all DOW games and a little TT and the space wolves are truley the best.

im gonna start and put down some of the obvious ideas;
Bloodclaws :p
greyhunters
longfangs
wolfscouts
wulfen

other ideas;
bike squads
one of the legendary ancient ones
wolfguard
terminaters (possibly the wolfguard)
company veterans
some wolves of fenris perhaps?
the rune priests and wolfpriests

well thats all i can think of for now. Which units do u think are plausable?
War Within, War Without, War Unending. For Russ and the Alfather! For the Wolftime!

#3 Chaplain261

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Posted 25 April 2009 - 02:34 PM

Welcome Bother Long Fang, great ideas, can't wait to see which are plausible.

#4 Mephistoned

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Posted 25 April 2009 - 04:13 PM

Welcome Bother Long Fang, great ideas, can't wait to see which are plausible.


Have you checked out our Tech Tree?

#5 Long Fang

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Posted 25 April 2009 - 05:46 PM

yea ive checked it out now above ideas are just a list of things. do u think u guys have enough units?
War Within, War Without, War Unending. For Russ and the Alfather! For the Wolftime!

#6 gerberman

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Posted 25 April 2009 - 06:02 PM

yea ive checked it out now above ideas are just a list of things. do u think u guys have enough units?


Number of units is interesting:

Blood claws
Blood claws (assault)
Grey hunters
Long fangs

-Attachable Wolf Guard Sergeant

Wulfen
Scouts

Wolf Guard
Wolf Guard Terminators (CC & Ranged)

Wolf Priest
Rune Priest

Wolf Lord


Thats just infantry.

Then you have

Rhinos
Land Speeders
Predators
Leman Russ Exterminators
Land Raiders
Bikes

Thats off the top of my head!
Maybe some more squirreled away in the codex I cannot remember.

#7 Vaz

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Posted 08 June 2009 - 03:48 PM

Hm... Maybe a throw back to the 13th Company? Storm Claws?

Perhaps have them as Lone Bikers, T3 Vehicle, able to come from the LP's? Perhaps limit of 4 or 5? Power Weapons/Fists/Lightning Claws, twin linked bolters, Melta Bombs (or maybe Krak Grenades with the amount available). Have them a one per unit, but with 4-5 of them? That way, the pathing isn't as bad as it is in things like TTRU.

#8 Mephistoned

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Posted 09 June 2009 - 08:18 AM

Hm... Maybe a throw back to the 13th Company? Storm Claws?

Perhaps have them as Lone Bikers, T3 Vehicle, able to come from the LP's? Perhaps limit of 4 or 5? Power Weapons/Fists/Lightning Claws, twin linked bolters, Melta Bombs (or maybe Krak Grenades with the amount available). Have them a one per unit, but with 4-5 of them? That way, the pathing isn't as bad as it is in things like TTRU.


Nice idea - I had considered some 13th one-off unit - but remember there is a full on 13th Mod in development, so best left for the time being.

#9 gesmana

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Posted 20 July 2009 - 09:35 AM

Bout, Wulfen, i understood that you can transform scouts into wulfen.
1. Arent Wulfen the unworthy who could not bear Lemans drink?
2. Why would anybody transform into such thing voluntarily?

#10 Mephistoned

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Posted 20 July 2009 - 02:40 PM

Bout, Wulfen, i understood that you can transform scouts into wulfen.
1. Arent Wulfen the unworthy who could not bear Lemans drink?
2. Why would anybody transform into such thing voluntarily?


Good questions both. I think we are evolving the idea somewhat, plus making it workable and interesting gameplay wise. It would have been easy to just have another uber cc unit - like possessed. But SW already have several of those ie. late game Wulfen would just duplicate BC, Wolf guard, Wolves of Fenris etc.

So my idea is that all SW are affected by the Wulfen gene but hold it in check. However, this is easier to do as long as you stay in the pack. Thus Wolf scouts are vulnerable to transformation. This does tie in somewhat with earlier fluff, where the young SWs are transformed into Wulfen and have to survive on their own in the wild and turn back in order to join the chapter. So I figured - maybe when back in the wild, might they not regress?

The transformation is not voluntary for the scout, but it is for the player. Turning scouts into Wulfen late game makes them much more powerful and can surpise an opponent - suddenly the scout that was shooting you is rending you with his claws. Think of it rather like the possession power in Chaos - it gives a model a new lease of life.

#11 Long Fang

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Posted 24 July 2009 - 08:39 AM

wulfen fluff : normally it is the blood claws who become these creatures, aspirants who are still suffering the most short term effects are themselves locked in the fang to see if they shall transform or not. Indeed some do go mad instead. Even after the short term affects are overcome they can still turn they are not considered safe until almost a year after consuming Lemans drink. I'm just slightly sad has to be the wolf scouts who are veterans which makes our chapter unusual and better in my opinion. course others can turn much later in a moment of blood thirst and rage (also they can become wolf bitten which makes the wulfen process so much slower depending on the wolf). they are then taken by the wolf priests they are considered still able to serve the chapter but are looked on with pity and a small piece of shame. Any wolf lord can take the wulfen into battle but it is slightly uncommon but in a battle against the great wolf i dare say ragnar and grimmar have no objection to taking all resources to win.

sorry if you already knew this D:
War Within, War Without, War Unending. For Russ and the Alfather! For the Wolftime!

#12 Mephistoned

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Posted 25 July 2009 - 03:07 AM

In the words of another well-known despot:

<heavy breathing>
I am altering the fluff. Pray that I don't alter it further.
<heavy breathing>

Thanks Long Fang - all true, but having the BC turn just won't suit the game mechanics - they're just too numerous and I want to avoid packs of the things. I believe there is a new Wulfen special character in the new codex (rumored), who is presumably a veteran, so the fluff is still evolving.

After all, the older a SW gets, the longer and more pronounced his fangs, so in some ways one could say they become more feral, not less. I think there's room for a little artistic licence. I'm even considering the leaders faces becoming more wolf-man like when Wulfen Helix is researched, but that is far from decided. I like all researches to have visible effects wherever possible.

#13 Long Fang

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Posted 25 July 2009 - 07:35 AM

:0
i dont want ragnar or grimar to turn!
true they do become more feral but look at the bloody 13th company! theyve been in the eye of terror for countless decades and they did use wulfen and some where wolf bitten.
War Within, War Without, War Unending. For Russ and the Alfather! For the Wolftime!

#14 Mephistoned

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Posted 26 July 2009 - 04:50 AM

:0
i dont want ragnar or grimar to turn!
true they do become more feral but look at the bloody 13th company! theyve been in the eye of terror for countless decades and they did use wulfen and some where wolf bitten.


Just...trust me. I'm a tasteful guy, and I've been immersed in this stuff for a looooongg time. :blink:




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