09-20-2008, 10:59 PM
I have trouble seeing a World of Starcraft, for the same reasons I don't think the proposed Warhammer 40,000 MMO that Vigil is working on will pan out.
In both War40k and SC, guns and other forms of ranged weaponry are the norm, while melee combat is more of an exception (dedicated melee units exist in both games and all infantry in the War40k games have the option of engaging in melee, but the vast majority of infantry and vehicular combat is done at range.) I don't see an easy method of balancing it out so that melee units aren't either overpowered or underpowered. Going from Dawn of War, if a melee squad gets in range of a ranged squad (like, say, a squad of Khorne Berzerkers starts mixing it up with a squad of Tactical Marines), the ranged squad is going to be ripped apart. But wouldn't that be unfair in an MMO setting? Keep away or die? What about for the melee? It'd be like trying to play a Warrior in WoW without use of Charge, Intercept, or Intervene - if you start out in range, you might be okay, but you're screwed otherwise.
Then, you also have to consider how upgrades would work, especially in terms of gear. Chaos Marines and Space Marines are, far and large, heavy infantry. With the exception of certain units (like Scout Marines and Cultists), they wear power armor, use big guns and and chainswords, and are generally supposed to look big and tough. It wouldn't fit if you started out wearing a t-shirt and jeans with an air rifle, would it? So how are you supposed to get upgrades as far as gear goes? You already look badass, and appearance is 90% of the reason to get new gear - every person that grinds gear right now in WoW knows that, so don't try and tell me it's not the reason you do it.
Finally, as far as ranged combat goes... stat-driven shooters suck. I have yet to play any shooter that bases its accuracy on roleplaying stats that didn't suck. Maybe Fallout 3 will buck the trend, but I'll probably play a melee role in that game, too, just like I did with the first two. If you're going to shoot at people using a first-person perspective, your accuracy should be reliant on your aim and ability to control the weapon's recoil... not stats. If you wanted to play it like Metroid Prime, where you lock on to a target, then I wouldn't have any issues with it being stat-driven, because then that'd probably be really fun. Not that Metroid Prime was stat-driven, but I thought the lock-on system was a superb way of allowing people with slow reflexes (further complicated by the fact that gamepads are terrible for shooters) to enjoy a first-person shooter while still rewarding those with good reflexes.
In both War40k and SC, guns and other forms of ranged weaponry are the norm, while melee combat is more of an exception (dedicated melee units exist in both games and all infantry in the War40k games have the option of engaging in melee, but the vast majority of infantry and vehicular combat is done at range.) I don't see an easy method of balancing it out so that melee units aren't either overpowered or underpowered. Going from Dawn of War, if a melee squad gets in range of a ranged squad (like, say, a squad of Khorne Berzerkers starts mixing it up with a squad of Tactical Marines), the ranged squad is going to be ripped apart. But wouldn't that be unfair in an MMO setting? Keep away or die? What about for the melee? It'd be like trying to play a Warrior in WoW without use of Charge, Intercept, or Intervene - if you start out in range, you might be okay, but you're screwed otherwise.
Then, you also have to consider how upgrades would work, especially in terms of gear. Chaos Marines and Space Marines are, far and large, heavy infantry. With the exception of certain units (like Scout Marines and Cultists), they wear power armor, use big guns and and chainswords, and are generally supposed to look big and tough. It wouldn't fit if you started out wearing a t-shirt and jeans with an air rifle, would it? So how are you supposed to get upgrades as far as gear goes? You already look badass, and appearance is 90% of the reason to get new gear - every person that grinds gear right now in WoW knows that, so don't try and tell me it's not the reason you do it.
Finally, as far as ranged combat goes... stat-driven shooters suck. I have yet to play any shooter that bases its accuracy on roleplaying stats that didn't suck. Maybe Fallout 3 will buck the trend, but I'll probably play a melee role in that game, too, just like I did with the first two. If you're going to shoot at people using a first-person perspective, your accuracy should be reliant on your aim and ability to control the weapon's recoil... not stats. If you wanted to play it like Metroid Prime, where you lock on to a target, then I wouldn't have any issues with it being stat-driven, because then that'd probably be really fun. Not that Metroid Prime was stat-driven, but I thought the lock-on system was a superb way of allowing people with slow reflexes (further complicated by the fact that gamepads are terrible for shooters) to enjoy a first-person shooter while still rewarding those with good reflexes.
ArrayPaladins were not meant to sit in the back of the raid staring at health bars all day, spamming heals and listening to eight different classes whine about buffs.[/quote]
The original Heavy Metal Cowâ¢. USDA inspected, FDA approved.
The original Heavy Metal Cowâ¢. USDA inspected, FDA approved.