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  • File :1243489327.jpg-(138 KB, 430x598, warp-storm..jpg)
    138 KB Imperial Guard First Person Running and Screaming Anonymous 05/28/09(Thu)01:42 No.4686070  
    Someone in the Space Marine Video Game thread suggested a Imperial Guard FPS set on a ship lost in the warp. I though it was a cool idea so I wrote some crappy fanfic about it but the thread devolved into bitching about Ultramarines before I could force my bad writing onto it. So here's a new thread about the joys of being in the IG.

    >>4683706

    A Guard troopship stuck in the warp sounds like a fun setting, but why turn it into just another shooting game? Make it a game of running away from horrible things that you can't hope to fight. There aren't enough games on the market today where hiding in a closet until the screaming stops would be considered a winning strategy.
    >> Anonymous 05/28/09(Thu)01:43 No.4686079
    >>4686070

    Start off with paranoia, the troopship hits a bit a turbulence and things start to go weird, slowly at first. Strange lights, a handful of suicides, a couple of your buddies start crying blood and screaming about the things behind their eyes. Someone starts firing into the shadows under their bunk, and 5 minutes later you've got rival Guard regiments accusing each other of heretical behavior and taking pot shots at each other across the mess hall. After a brief skirmish an angry Commissar shows up to take control of the survivors, and leads you out to the training deck, where some really bad shit is going down. Some parts of the ship are getting more than the doctor recommended dosage of chaos, and the people there are having a real unpleasant time. Mutations, possessions and full on demonic manifestations are occurring, and your Commissar wants your (mostly) uncorrupted regiment to go out and deal with it.

    For the first few minutes it seems like you might have a chance, picking off the occasional lonely mutant or basketcase with massed lasgun fire, you lose more people to the Commissar than hostile action. Propelled forward by easy victories and an angry man with a gun, your platoon charges forward recklessly. Hope dies quietly when you arrive at the training deck, a massive vaulted cavern where guard regiments can practice manuvers without bumping their heads. The three kilometer long bay is packed wall to wall with hell. Armor burns in the distance, the ground heaves up and down arithmicly like the chest of a dying giant. Warped men with dead eyes and tattered uniforms mill around restlessly, spiked and twisted things fight each other over the wet scraps of meat that used to be your comrades.
    >> Anonymous 05/28/09(Thu)01:43 No.4686084
    >>4686079

    A thousand heads turn in your direction, your platoon of 50 men see themselves reflected in an indeterminate number of eyes. Before you the horde screams with a terrible voice, behind you a man with a gun bellows something about glory, in your mind a voice tells you to run. For one long, terrible moment, your body is frozen in horror as the unholy army charges towards you. Suddenly there is a flash of light that sends bodies flying, and a thunderous chanting that drowns out the otherworldly wails and fills your soul with light. Hulking, armored figures, painted red with blood, charge out from one of the other doorways singing of the Emperor while they butcher monsters. The Adeptus Astartes, the fabled Space Marines are here.

    The man next to you tells no one in particular how right he was, that the rumors of a Space Marine squad riding with us were true. The men surge forward with a cheer as a badly out of tune dreadnaught roars a hymm of cleansing and sprays burning promethium and heavy bolter fire into the writhing mass of evil. You're barely 10 meters out from the entrance when the battle ends. With a shreik of rending metal the floor lifts up beneath the encircled Marine Squad, the ground splits and something terrible beyond description emerges, towering over the field like titan made of flesh and teeth and tentacles. Your eyes are drawn to its bulk, but they can not focus on its cruel features, whether this was because of its warp spawned nature or your mind trying to protect you from something that should not be seen, I cannot say.
    >> Anonymous 05/28/09(Thu)01:44 No.4686089
    >>4686084

    A blood stained figure staggers to his feet and looks upward at the looming monstrosity, the greatest of mankind's soldiers seems so small before it. The pitiful figure raises his arm towards the beast, in defiance or fear, it hardly matters. There is a crack as a tentacle, thick as a tree, whips out and pulls his armoured form into a mouth of jagged, meter long fangs. Another crack and another Marine gone without a shot fired. The remaining Astartes quickly rally, shouting prayers against demons and pouring bolter fire into the wall of meat. Their ineffective fire is joined by a few las shots from your fellow Guardsmen, but most can only watch in dumbfounded silence as a dozen of the Emperor's finest warriors die in a matter of seconds. A final, violent lash sends the once-mighty dreadnaught flying accross the hold, wreathed in promethium flames like a comet.

    As the dreadnaught's burning form disappears into the smoke filled depths of the hold, you see your life flash before your eyes, not the life you have lived up to this point, but the handful of moments that are left ahead. There is a instant of indecision, where a choice must be made, and you choose the Commissar. Your heart pounds loud enough to drown out the screaming, you bring your lasrifle up to your shoulder as you turn, scalp tingling in anticiption of a bolter round, gunsights searching for that peaked cap. You spot him standing atop a rock 6 meters away, you line up the shot and exhale as you have been trained, but your finger hesitates on the trigger when you see his eyes.
    >> Hiro !J02Ujjg4Nw 05/28/09(Thu)01:44 No.4686091
    >>4686070
    >There aren't enough games on the market today where hiding in a closet until the screaming stops would be considered a winning strategy.

    The trick is making it not boring.
    >> Anonymous 05/28/09(Thu)01:45 No.4686099
    >>4686089

    His shoulders have lost their strength, his bolter hangs from limp fingers, and the righteous fury is gone from his face. He is staring past you, at the place were the Astartes stood and fought and died. You are looking into his eyes at the very moment his faith fails. His eyes seem to suck back into his skull, leaving empty black pits. His neck bulges and black blood erupts from his mouth as his chest stretches outward to the sound of snapping ribs. Something red and wet and screaming bursts forth from where his heart used to be, and your lasrifle suddenly seems heavy and useless. You throw your weapon to the ground and run, sucking in a lung full of the iron flavored air. 10 meters ahead of you is a doorway, beyond that there are three kilometers of ship, thousands of kilometers of corridors, maintainance tunnels and ventilation ducts. A million places to hide, and hell at your heels.
    >> Anonymous 05/28/09(Thu)02:01 No.4686209
    >>4686091
    Most games struggle to be entertaining. 40k ships are big enough to cram a whole city's worth of interesting/horrible things into them.

    Running from things that used to be human, hiding from things that never were. Voices whispering in your head, threats, promises, temptations and advice, the offer of power and protection if you'll just prove your worth. Tech priests trying to repair the ship and get out of the warp, mad preachers trying to destroy it before it can carry its damned cargo back into reality. A desperate crew struggling to maintain the few intact wards that are protecting the bridge. Khornate cultists and demons who, if they catch you, will drop you in a pit with another guardsman and a rusty length of pipe, winner gets a 2 minute head start. Maybe a few other things that escaped from those Ordo Xenos crates in the restricted cargo hold when everything went to hell.

    There's a lot of room in the setting to build something more than Just Another Shooting Game.
    >> Anonymous 05/28/09(Thu)02:10 No.4686266
    >>4686209
    So...System Shock: Imperial Horror.

    That's really how I see it coming out-like a cross between that and an actually scary Dead Space.
    >> Anonymous 05/28/09(Thu)02:14 No.4686284
    >>4686266
    FUND IT
    >> Anonymous 05/28/09(Thu)02:18 No.4686298
    This sounds crazy awesome, but the ship would have to be like xbox hueg to be fun.
    >> Anonymous 05/28/09(Thu)02:23 No.4686326
    RUN LIKE HELL

    not enough people played that game but i loved it
    >> Anonymous 05/28/09(Thu)02:31 No.4686367
    >>4686284
    If I had the skill/attention span/required Skillpointz I would do this, but really, I'd think it would need a whole troupe of vidya-inclined Fa/tg/uys for a year or so if not more to do this.
    >> Anonymous 05/28/09(Thu)03:06 No.4686421
    >>4686266
    The thing I hate about most of these games is that THE PLAYER is the last survivor and must fight endless hordes of enemies where everyone else died.

    I would rather there being a lot of survivors and it's shown that they fight too. I don't care if I wander out alone much of the time, as long as it's not portrayed that I'm rambo the 1 man army. Walking past huge battle scenes fought between friendly and enemy units is pretty cool too.
    >> Anonymous 05/28/09(Thu)03:10 No.4686457
    I can see this now, a game where the gameplay revolves around NOT DYING. There is no way you can shoot your way to the end, even if you manage to grab the commissar's bolter later on in the game, or get a plasma pistol from a dead marine, I don't care, weapons in this game are only for buying you a few extra seconds, or maybe help you against a lone cultist or the most minor of demons.

    You will also have no set mission, but clues that are given to you so that you can "solve" the game. There are many possible ending to carry out. The clues come from a multitude of sources, hearing the screams from other guardmen and comissars, the space marines, technicians, recorded messages from servitors, and other passengers...

    During this running and hiding you will receive requests to aid some people, sometimes it will be to lend a gun to a fight, or to protect a techpriest, retrieve some lost components, go to a section of the ship and flip a switch to reactivate some systems.
    >> Anonymous 05/28/09(Thu)03:12 No.4686471
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    You can choose to accomplish any number of these tasks, or just focus explicitly on survival, which will bring you to one of the endings:

    - The ship gets out of the Warp after you survived enough things are fixed/reactivated.
    - You survived long enough, and also fought back long enough, and you ended up becoming a demon of Khorne.
    - You survived long enough, and hid long enough, saw enough horrors, buried yourself under enough minced meat that used to be your comrades, neighbors, childhood heroes... that you lost all hope, and became a demon of Nurgle.
    - You did a lot of good things during your run, you rescued a few people even, and kept them in a safe hiding spot somewhere with you. You closed the door. Then one of the people you helped told you that everyone will die, so might as well experience all the carnal pleasure that they could before dying. You can choose to succumb to this or shoot them all. If you succumb, you become a demon of Slaanesh.
    - You managed to kill all the tech priests on the bridge, and through "divine guidance" in your head, turned the ship deeper into the Warp, toward a planet of a billion colored lights, you become a demon of Tzeench.
    - You aided the mad preachers in self-destructing the ship, you are reborn later as a demon of Chaos Undivided.

    Apart from these 5 main endings, the other endings are several thousands death scenes.

    Oh, and "boss battles" in this game will be encounters with greater demons and instead of killing them, simply coming out alive.
    >> Goblin Samurai !kt9KaaFQCE 05/28/09(Thu)03:15 No.4686483
    Grimer, Darker Cryostasis: Sleep of Reason, FUCK YES
    If you havent heard of that game, torrent it, buy it, watch an LP SOMETHING it is so fuckwin
    >> Anonymous 05/28/09(Thu)03:20 No.4686512
    >>4686326

    It was pretty good. Not amazing, but in the end I'm glad I played it. Anyways, this sounds like a pretty awesome idea.
    >> Anonymous 05/28/09(Thu)03:27 No.4686573
    >>4686367
    Back in my college days, I once tried writing a FPS set in the battletech universe. Idea was player was a regular infantryman and in the background the game played a RTS against itself, directing units around. It would lead to dynamic battles which the player could participate in. Plus even crappy mechs like a locust or urbanmech would have been monstrously dangerous from an infantryman's point of view.
    >> Anonymous 05/28/09(Thu)03:29 No.4686588
    I love this whole thread.

    >>4686471
    And picture fuckin' saved.
    >> Anonymous 05/28/09(Thu)03:30 No.4686596
    >There aren't enough games on the market today where hiding in a closet until the screaming stops would be considered a winning strategy.

    I think you'll like the newest Silent Hill coming out this winter...
    >> Anonymous 05/28/09(Thu)03:31 No.4686605
    So...Roguelike...IN SPEEEEESSHHHH?
    >> Anonymous 05/28/09(Thu)03:34 No.4686624
    >>4686605
    Oh, they did make a spess roguelike actually. Kinda cool but I stopped playing after figuring out you can't ever change your ship
    >> Anonymous 05/28/09(Thu)03:40 No.4686658
    >>4686457

    You find a melta gun with five shots left, you can kill five demons (of the thousands) or open five doors. Something in your head is screaming for blood.

    Another locked door, another keypad, and once again the voice knows the code. You are beginning to wonder where all of this is leading.

    The pipe is scalding hot, but it's the only way across the room without being seen by the things crawling around the base of the boilers. The rags around your hands start to smolder, and your skin blisters. You fight the urge to scream or let go, and a voice whispers that pain can be pleasure, if you're in the right frame of mind.

    Something with no eyes chewed up your leg pretty badly, the medkit you scrounged up won't stop the bleeding. You feel fear in your heart, but a voice in your head tells you that you need not fear death, immortality can be yours with a single word.
    >> Ultimortal 05/28/09(Thu)03:42 No.4686668
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    How about something like Penumbra? There are SOME foes you can fight, but you need to lead them into a trap or catch them off guard.

    The weakest of foes can be killed one on one with no special strategy if you don't let them swarm. Some can be killed by luring them to kill sites or distracting them long enough to get that crittical first blow.

    But some can't be killed unless you lure them into an airlock or get them to stand under a weak support beam, and some you will have no opportunity to kill so you just have to run/hide.
    >> Anonymous 05/28/09(Thu)04:25 No.4686968
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    >>4686658

    Beautiful. Yes, there should be many many ways that one can achieve one of the five main endings as well as thousands of possible ways for dying.

    I can see Slaanesh and Nurgle being the ones with the most numbers of paths leading to.

    Good scriptwriter(s) and imaginative designers are absolutely key to the success of such a concept.

    Now here's another strange idea from my Tzeench-possessed mind. Have new players fill out a personality quiz as they are installing the game, this will help the game adapt to their personalities, fears, and desires.

    Imagine during the game, meeting a person you instantly trust, who are also represented with the most beautifully rendered model you've ever seen, and seeing signs of things obviously getting better, only to find out later that everything you have seen in the last 10 minutes were a hallucination, and you woke up seeing the Sister of Battle you have been fighting alongside to be a Daemonette of Slaanesh, the "demons" you killed were guardsmen, and you are surrounded giant, tentacled horrors that were once Astartes.
    >> Anonymous 05/28/09(Thu)05:17 No.4687278
    Oh god yes
    >> Anonymous 05/28/09(Thu)06:49 No.4687727
    And then even weirder things still. You were woken from a hallucination by the sound of bolter fire, and somebody you knew and love turned out to be a gibbering horror. You are now commanded to follow the Space Marines (not following will get you shot). After following the SM for a while and killed a Greater Demon (who would have thunk! eh, actually it was mostly the Space Marines who did the work). You are shown the good ending, no the best ending of the game. You are feeling happy and smug that you have gotten the best ending of one of the hardest and strangest game to date. You then...

    woke up and realized that you have just been in another hallucination. What you just fought and kill is the last pocket of real Space Marine. The "greater demon" was actually a large crowd of people, now a pile of bloody dead.

    There are clues to the trickery, but the clue is almost always too subtle to be seen without the benefit of foresight...

    Trust no one, nothing in this game. But then, if you trust nothing, how can you have any hope of surviving?
    >> Anonymous 05/28/09(Thu)06:52 No.4687734
    >>4687727

    haha, since "not following will get you shot", sneaking away is the only way.

    the first game that you also have to hide from allies.
    >> Anonymous 05/28/09(Thu)06:56 No.4687761
    >>4686471
    The best thing is that the 'good ending' will end in you either getting taken out back for a friendly cigarette in the sun, because there's no way the Imperium would let someone go around after seeing that OR ending up in some inquisitor's retinue.
    >> Anonymous 05/28/09(Thu)07:02 No.4687791
    >>4687761
    All endings should be the same.
    Jetwash blinding you as landers descend from the sky.
    A man in carapace, backlit from the ship, rushes forward from a group on the landing ramp and knocks you out with a rifle butt.
    Waking up suspended by chains, hooks and fire and other more advanced implements of torture visible at the edge of your vision.
    A man in a leather apron, red augmetic eye blinking, advances to the tray, looking you over.
    The Inquisitor speaks, and you can only tell the quality of your ending by his request, either "Learn everything this heretic knows" or "I want to know what happened here. Alert the medicae when you're finished, if there's anything left".
    >> Anonymous 05/28/09(Thu)07:13 No.4687829
    >>4687761

    I see the "good end" as being, though you looked into the warp and the warp looked back, you escape with your sanity relatively intact, and, with a few years training, you develop your latent warp abilities into psyker powers and use it to hunt demons.
    >> Anonymous 05/28/09(Thu)07:14 No.4687836
    >>4687791
    >>4687761
    Yes, because "everything you did was pointless" endings are not annoying especially after dozens of hours invested in completing a hard task.
    >> Anonymous 05/28/09(Thu)07:17 No.4687863
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    >>4687836
    >> Anonymous 05/28/09(Thu)07:18 No.4687865
    Call of Cthulhu: Dark Corners of the Earth.

    Whoever played it, you know that this could've almost been the best game ever.
    However, ammunition was too plentiful, as were guns. Eventually, running away became a lesser tactic when compared to blasting off Deep One heads.

    The key to these games is to keep ammunition and keep guns rare. Make sure that the main character doesn't become an ultimate bad ass, able to gun down anything. Make him able to kill off his enemies, but at a price - if he guns down a cultist, he knows he wasted ammo he should've saved for injuring the Khornate Juggernaut just enough to get it to stop following him.
    >> Anonymous 05/28/09(Thu)07:21 No.4687876
    >>4687865
    >keep ammunition and keep guns rare
    On an imperial guard troopship.
    >> Anonymous 05/28/09(Thu)07:29 No.4687922
    >>4687876
    Troopships are huge and most of the weaponry apart from stun sticks and riot shotguns is locked in armouries.

    That could be a quest, btw: you get together with a section of survivors and try and fight your way to the armoury, only to find it's been completely corrupted/taken over by cultists/other survivors/the evil sergeant/that regiment you hate and hates you, forcing you to leg it.

    It might be annoying, but done well, I think it could give a real sense of tension/paranoia as well as fear to the game.
    >> Anonymous 05/28/09(Thu)07:33 No.4687939
    >>4687865
    one its an imperial guard troopship so ammo and guns will be in enormous supply and second nothing will deter a riderless juggernaut. its basically a steel plated bear on steroids that will hunt you down until you blast it into pieces.
    >> Anonymous 05/28/09(Thu)07:39 No.4687967
    >>4687922
    IG sleep with their armor and lasguns, never separated from training until death. The stuff in the cargo bays is vehicles and food. Sentinels, russ's, baneblades, earthshakers...
    >> Anonymous 05/28/09(Thu)07:41 No.4687978
    >>4687836
    All worthwhile victories are Pyrrhic. Anyone who says differently plays self-inserts.
    >> Anonymous 05/28/09(Thu)07:45 No.4687997
    >>4687939
    Enough shooting will slow it down long enough for you to run into a cargobay and allow your pals to shut off the airlock.
    >>4687876
    That's why an Imperial Guard troopship is far from the best idea.
    >>4687967
    No, they don't.
    That's shit you're just making up to go LOL GRIMDARK
    >> Anonymous 05/28/09(Thu)07:45 No.4688001
    >>4687978
    You're dying to say "Mary sue" aren't you.
    >> Anonymous 05/28/09(Thu)07:47 No.4688011
    >>4686421
    Yeah, the whole OMG! YOU'RE SO AWESOME AND WILL SINGLEHANDEDLY DESTROY THE ALIEN MENACE shit is old.
    >> Anonymous 05/28/09(Thu)07:48 No.4688015
    >>4687997
    Find me one reference in the fluff where an imperial guardsmen relinquishes his weapon. For any reason. Ever. As far as I can tell they shower with them.
    >> Anonymous 05/28/09(Thu)07:59 No.4688063
    >>4688015
    Gaunt's Ghost series.
    Cain series.
    >> Anonymous 05/28/09(Thu)08:14 No.4688139
    Your character is not praised as a hero for slaughtering a Daemon Prince single-handedly.

    Your character is not captured and graphically tortured by the Inquisition in the end.

    One is too sweet, one is too bitter.
    Instead, have a psyker or a cultist or another plot device laugh at you as you try and bring the troopship back into reality. There's no way you could do that and survive - the ship is so mutilated and mutated that returning to reality subjects it to normal physics - and the entire thing would fall apart, unable to sustain itself.
    However, you're only informed of this after you activate the Warp drive. T minus five minutes, bitch.
    Time to get to the nearest droppod or landing craft available, ignoring the hordes of horrors chasing you, desperate for you to join them in oblivion and screaming at your surviving patriots to follow you. Eventually, you arrive at a droppod. You all strap yourselves in. The countdown ends, a loud siren screams and suddenly, reality returns. In that splitsecond, you kick the eject button and you're spat out of the troopship as it collapses on itself, having become a hideous spacehulk.
    You drift through space with your new allies. Perhaps you're approaching a planet, perhaps you're being approached by a ship or perhaps you're just drifting through space.
    All that matters is - you did it. You survived the endless horrors and temptations of Chaos.
    >> Anonymous 05/28/09(Thu)08:18 No.4688150
    >>4688063
    Gaunt's Ghost series, see book 10, where Dalin is off in the trainee unit, and one of the others gets shot by the commissar for breaking regulation something or other for losing their gun.

    Granted that's the only time in the entire series it comes up; but using Gaunt and Cain as examples of 'normal' 40k commissars, and thus claiming that they enforce ALL the rules, is more than slightly misleading.
    >> Anonymous 05/28/09(Thu)08:19 No.4688152
    >>4686091
    In other words, by making it a stealth game from the start.

    You'll be HAPPY to find a nice dark closet to hide in.
    >> Anonymous 05/28/09(Thu)08:20 No.4688158
    The most logical path, and the one most supported in canon, is that the Guardsman main character will survive to become an Inquisitorial Acolyte. The Inquisition is always looking for people that manage to overcome near-impossible odds, and there are a few backgrounds in the DH books that feature survival from similar situations.

    Opens up the way for a sequel, too.
    >> Anonymous 05/28/09(Thu)08:21 No.4688159
    >>4688150
    There are plenty of documents that we need in the Western world in order to survive. We don't want to loss them.

    However, losing something =/= having it on your person 24/7. You go to sleep with your lasgun in your locker. You go to the mess with your lasgun in your locker. You go in the shower with your lasgun in your locker.
    Whenever there's combat, a drill or combat training, your lasgun is to be with you at all times.
    >> Anonymous 05/28/09(Thu)08:25 No.4688179
    Every time your character is hiding from something big and nasty like a Daemon or Horror or whatever, make it so that you can't look directly at them, instead being forced to rely on peripheral vision and sound.
    If your character does look directly (and I mean DIRECTLY) at them, the sight is so terrifying that after a second or so he becomes so terrified he freaks out and yelps in terror or knocks something over or whatever, giving away his hiding spot.
    >> Anonymous 05/28/09(Thu)08:31 No.4688204
    >>4688179
    Dark Corners of the Earth had this.

    You'd climb down into a basement and you would see a collection of burned and tortured corpses and horrible scribbles everywhere.
    The controller would vibrate to your heart beat. Your heart beat would become audible, as would your shakey breathing. Vision would blur and the character would gently utter obscenities.
    >> Anonymous 05/28/09(Thu)08:33 No.4688218
    >>4688179
    it's like I'm really playing Penumbra
    >> Anonymous 05/28/09(Thu)08:36 No.4688225
    >>4688218
    Unyuu~
    Yeah, that is where I got the idea. I thought it was a good idea though, if a little poorly executed. And let's face it, staring at horrible demonic entities from the outer reaches of hell for minutes at a time with no effect on your sanity or whatever is pretty goddamn dumb.
    >> Anonymous 05/28/09(Thu)08:36 No.4688227
    >>4688159
    So break the lock on the locker.
    >> Anonymous 05/28/09(Thu)08:37 No.4688230
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    >>4688159
    No. IG have their lasguns on them at all times. Off duty. On break. Ordering a sandwich at the GRIMDARK equivalent of mcdonalds. They still have their lasguns.
    >> Anonymous 05/28/09(Thu)08:37 No.4688234
    I rather like the sounds of this whole project. I see the game in my head developing as mix of CoC, system shock and dead space, all with the nice 40k Grim Dark.

    The character I see as being a simple conscript on his way to a training world, when shit hits the fan in the warp. The introduction of the character strikes me as important, as does the opening cut-scene of the game, as the mood and theme of the setting needs to be just right. Capturing the proper survival-horror favour while giving it a proper and distinct 40k feel are going to be the most important bit of the game.

    The idea of the hopeless case with many different endings, and the choice to fall to chaos, being key (however the idea of the "you choose your alignment" fable 2, system does not appeal to me)

    Also, the whole battlestar galatica remake atmosphere, of the constant struggle between man and cyclon and the whole inter-play of characters with their ideals

    all in all, pretty cool idea guys
    >> Anonymous 05/28/09(Thu)08:38 No.4688240
    >>4688158
    This was the entire thrust, though missed by the board, of my "Alert the medicae when you are finished" ending.
    >> Anonymous 05/28/09(Thu)08:38 No.4688244
    >>4688230
    No. That's stupid.
    >> Anonymous 05/28/09(Thu)08:39 No.4688254
    >>4688234

    I'd like it to be mostly squad-based, though. The character should have a squad of other guardsmen with him most of the time, and solitary portions of the game would be few and far between (and also fucking scary). If done right, deaths of key squad members to cultists, warp beasts, bosses or just stray fire would add emotional impact and creepiness to the game. FEAR comes to mind.
    >> Anonymous 05/28/09(Thu)08:43 No.4688277
    >>4688230
    No they don't. Read the first Gaunt book, it has the Ghosts fighting other regiments with training gear and shocksticks because all the real arms are locked up.
    >> Anonymous 05/28/09(Thu)08:58 No.4688391
    >>4688225
    it is, and makes a lot more goddamn sense than breaking and running from guard dogs
    >>4688230
    Even if the player character starts out with their lasgun, it is still only their lasgun. Enjoy firing ineffectively at nearly everything that has some sort of armor. Enjoy trying to find a tech priest to charge your ammo packs or starting a fire and waiting around long enough for it to charge them without being discovered.

    This is 40k. Even if shotguns and lasguns are everywhere, it's been pretty well established neither are going to do you much good except maybe against the basic cultist and traitor guard you run into.
    >> Anonymous 05/28/09(Thu)09:01 No.4688404
    Personally I think Warhammer 40K: Dark Heresy would be a superior game. You design your own character - the world it comes from, the class it fits into, specialities, etc, with partial RPG parts to it.
    It all depends on the role you play, really. Guardsmen get a more action-based role, while with adepts and clerics it becomes more of an investigative-horror game.
    >> Anonymous 05/28/09(Thu)09:05 No.4688438
    >>4688277
    >Hey, there is one example of guardsmen NOT having their weapons and having to use stunsticks. Therefore guardsmen everywhere and everywhen else are forced to only use stunsticks when not on the front lines! This is contrary to all other evidence and even real world military but GRIMDARK soldiers are too pansy to be allowed to carry their own weapons!!11
    >> Anonymous 05/28/09(Thu)09:06 No.4688444
    >>4688404

    It would rock. It would also be completely impossible to make unless it was an MMO.
    >> Anonymous 05/28/09(Thu)09:08 No.4688459
    >>4688438
    >Hey, there is one example of guardsmen having their weapons and NOT having to use stunsticks. Therefore guardsmen everywhere and everywhen else always have lethal firearms all of the time! This is contrary to all other evidence and even real world military but GRIMDARK soldiers are too awesome to not sleep in their beds cuddled up to their guns!
    >> Anonymous 05/28/09(Thu)09:09 No.4688474
    >>4688444
    I would fork out money for it.
    >> Anonymous 05/28/09(Thu)09:11 No.4688480
    >>4688459
    Actually, they put their lasguns in their footlockers.
    >> Anonymous 05/28/09(Thu)09:13 No.4688491
    >>4688480
    ... That's what I was suggesting.
    You were suggesting that they showered, slept, did everything and their grandma with their lasgun in their arms.
    >> Anonymous 05/28/09(Thu)09:14 No.4688493
    personally I would prefer it to be single players and innately introspective as a game. A squad based game would detract from the horror atmosphere.
    >> Anonymous 05/28/09(Thu)09:15 No.4688505
    >did everything and their grandma with their lasgun
    >> Anonymous 05/28/09(Thu)09:17 No.4688528
    >>4688444
    No, I am thinking some sort of Left 4 Dead co-op style game.
    However, that would lead to twits joining a server just for the action side of it, so it would just become a game of KILL TEH DAEMONS.

    Forget I said anything.
    >> axebeard !TQbBqhr7ik 05/28/09(Thu)09:24 No.4688567
    >>4688493
    The Thing.
    >> northern /k/ommando 05/28/09(Thu)09:39 No.4688641
    and remember: THERE IS NO GOOD ENDING in 40k. only more or less bad endings.
    >> Anonymous 05/28/09(Thu)09:46 No.4688680
    >>4688641
    Daemon Princes are the ultimate GOOD END.
    >> Anonymous 05/28/09(Thu)09:48 No.4688693
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    >>4688680
    Addendum: Slaaneshi princes(?) are both the ultimate good end and happy ending, if you know what I mean.
    >> Anonymous 05/28/09(Thu)09:48 No.4688696
    >>4688641

    "Joins the Inquisition" is not a good end.
    >> Anonymous 05/28/09(Thu)09:51 No.4688706
    Op here, some ideas I dreamed up, pick and choose:

    You are not Solid Snake or Rambo, you are the guy who wets himself and runs away. Your character is not a badass at the beginning of the game, and he's not a badass at the end of the game. The most meaningful skills you develop over the course of the game are pain tolerance, stamina, and bladder control. A good ending means that you haven't been turned into a coat for some warp-spawned horror.

    You character fills that traditional lackey role for a few surviving characters who are the real badasses.
    Ex 1: Sister Grail is an old SoB assigned to guard a minor shrine in one of the ship's temples, she needs a fusion power pack, some promethium, and a tech priest before she can start spreading the emperor's light to the rest of the ship. Go and fetch.
    Ex 2: You meet up with troop of Inquisitional Stormtroopers, they don't consider you to be useful in any kind of combat capacity, but they could use some bait. Collect as many cultists as you can and lead them down this hallway, we'll do the rest. Oh, and keep your head down.

    Guns have weight, and weight slows you down. That Heavy autogun may make you feel secure, but the noise will just attract things that don't mind bullets. Be prepared to drop it and run.
    >> Anonymous 05/28/09(Thu)09:52 No.4688707
    >>4688706

    Different demon factions are fighting each other for control of different parts of the ship, taking some of the focus off of your character. Leading a Tzeencthian demon into a group of Khornate cultists might save your ass, or compound your problems.

    Your character gets corrupted by the things he does and the things he encounters, making demons less aggressive towards you but Imperial forces more suspicious. You get caught by Khornate demons and they make you fight other prisoners for their entertainment, winner gets a 2 minute head start and a free branding! You need to get past a group of Nurgulites who control a key junction, make an offering at their shrine to show that you're one of them. Trying to lose some of that tarnish that's built up on your soul? Help the old blind priest restore some of the wards around his chapel and keep the darkness at bay for just a little while longer.
    >> Anonymous 05/28/09(Thu)09:52 No.4688710
    >>4688696
    Like fuck it isn't. Service in the Inquisition guarantees you a place by the Emperor's side when you inevitably suffer your horrible demise.
    >> Anonymous 05/28/09(Thu)10:02 No.4688742
    >>4688710

    Unless something eats your soul the moment before your horrible demise.
    >> northern /k/ommando 05/28/09(Thu)10:14 No.4688798
    >>4688742
    as is most often the problem.
    >> Anonymous 05/28/09(Thu)10:55 No.4689057
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    Call of Duty, 40k.

    First few levels as a IG conscript, fighting off a chaos invasion.

    After a while, Fluff Chaos Mehreens appear, and are for all intents and purposes, invulnerable to your attacks, forcing the player to hide or run.

    After a few levels, switches to say, A vindicare.
    Think the chernobyl missions from CoD 4.
    Exitus Pistol and rifle, getting into a firing position, killing the target then exfiltrating.

    Afterwards, switches to a Stormtrooper team on board a valkyrie, part of an IG assault on an Ork world, doing work behind the enemy lines and raiding strongholds.

    Could have anything, from manning a bolter turret against a tyranid rush to knifing Tau in close combat.
    >> Anonymous 05/28/09(Thu)10:57 No.4689066
    >>4688706
    No. This is not a good idea, in my opinion.

    If this game was actually made, people would hate it. They would feel weak and pathetic and useless and people don't play these games to be shitty little cunts.
    >> Anonymous 05/28/09(Thu)10:57 No.4689068
    >>4689057
    >CoD
    >Fallout 3
    ಠ_ಠ
    >> Anonymous 05/28/09(Thu)11:00 No.4689087
    >>4688706

    So basically, the player has to hide like a little bitch while NPC's get to do the awesome? Wow, it's like I'm really playing some shithead DM's gratification fantasy, in FPS form!
    >> Anonymous 05/28/09(Thu)11:09 No.4689127
    >>4689057
    This could work really well. Hell, you can even swap between factions. Get your Tau on, play a bit as an ork, and you can even get to play a marine of some sort for a level. It'll be like the gunship level; horribly easy and entertaining killfest.
    >> Anonymous 05/28/09(Thu)11:12 No.4689142
    >>4689127

    With occasional moments of "Fuuuuuu-" as something terrible comes your way. You just spent that last 5 minutes happily blasting cultists to bits with little effort, and here comes a fucking demon oh shit oh shit run and shoot oh fuck it keeps coming where is my rocket launcher.
    >> Anonymous 05/28/09(Thu)11:18 No.4689162
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    >>4689057
    >Vindicare

    Now to wait for someone to mod the Chernobyl level into Kronus...
    >> Anonymous 05/28/09(Thu)11:23 No.4689202
    >>4689162
    It'd all be fun and games until you set your sights over a farseer and found that the primary fire button had been disabled.
    >> Anonymous 05/28/09(Thu)11:30 No.4689256
         File :1243524639.jpg-(124 KB, 524x824, hk47.jpg)
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    >>4689202
    >primary
    >fire

    Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope.

    Statement: This definition, I am told, is subject to interpretation. Obviously, love is a matter of odds. Not many meatbags could make such a shot, and fewer would derive love from it.

    Yet for me, love is knowing your target, putting them in your targeting reticle, and together, achieving a singular purpose, against statistically long odds.
    >> Anonymous 05/28/09(Thu)11:44 No.4689354
    Have morality encounters.

    You come across an event taking place. Nurglite cultists are attacking a dorm-section blockaded by guardsmen, for example. Your Imperial nature dictates that you should destroy the plaguebearers in the name of the Emperor. However, your vision tints red and blood flows down the walls, as Khorne demands you to slaughter both. Vision tints green and flies buzz through the air as Nurgle demands you to kill your former allies. Screen tints a luxurious purple and heavenly song fills your ears as Slaanesh demands that you sit back and watch from a safe distance, observing the slaughter of your comrades for your own amusement.

    If you remain loyal to the Emperor, the Inquisition is willing to hire you when you're rescued from the droppod of the self-destructed troopship.
    If you try and go for a middle ground, you get the bad ending. You're struck by the realization that you're a godless wretch, loyal to neither the Chaos God or the Imperium. You hide on the spacehulk as it emerges in real space, desperately hiding from both Imperial and Chaos forces.
    If you serve the Chaos Gods well enough, the end game depending on your God. When you reach the endgame, the Daemons of your chosen god no longer attack you and you have to kill three other rival champions from other gods, before you manifest the Daemonship in reality to spread terror.
    Truly evil ending results in you becoming undivided. All daemons and all cultists are neutral towards you, your ship manifests in reality and you have to resist an Inquisitorial strikeforce.
    >> Anonymous 05/28/09(Thu)11:46 No.4689369
    >>4689256
    Where would I be without your guidance?
    >> Anonymous 05/28/09(Thu)11:49 No.4689392
    >>4689256

    HK-47 would've done the job right.

    Compassion is reserved for servants of the Emperor: aliens deserve only our scorn.
    >> Paorou-sama !jXvdPmWDes 05/28/09(Thu)11:50 No.4689408
    I wanna play an FPS or action game as an Ork boss leading a mob.

    If you die, you immediately control the nearest ork - who then becomes the new boss. It would be awesome.
    >> Anonymous 05/28/09(Thu)11:54 No.4689431
    >>4689392
    In before someone makes the Forty-Seventh Hunter-Killer Variant Combat Servitor.
    >> Anonymous 05/28/09(Thu)12:23 No.4689620
    Okay, fuck this, this is going back to Page 1.
    >> Anonymous 05/28/09(Thu)12:29 No.4689643
    >>4689431

    KOTOR: 40k mod.

    Party are Inquisitorial Acolytes

    Jedi are Psykers
    Sith are Chaos Cultists
    Bastila is a Sister of Battle
    Carth is a Techpriest
    Canderous is a Kasrkin
    Mission is a Hiver Scum
    Zalbaar is an Ogryn
    >> Anonymous 05/28/09(Thu)12:50 No.4689763
    >>4689643
    That means Revan would be a super-psyker turned Chaos Lord, except then the Imperium brainwashed him and made him lose his memory so he could become a super-psyker again?
    >> Anonymous 05/28/09(Thu)12:53 No.4689783
    >>4689763

    I'm thinking a radical inquisitor who mindscrubbed himself after becoming a daemonhost or something.
    >> Anonymous 05/28/09(Thu)12:56 No.4689809
    Chaos sometimes jams guns.

    Should be able to accept chaos, but then be hunted by your former fellows as a result. And any demons not belonging to whatever "chaos type" you have started to absorb.

    Absorbing chaos occurs either by choice (MUCH later in game), or by accidental contact with major enemies.

    You can lose chaos by meditating, reading your uplifting primer, killing a major daemon of the type of chaos you have absorbed.

    Melee weapons become more useful, as later in the game, you find less and less ammo.

    You can tell when somthing is a hallucination by looking the edges of the screen, and turning sharply. Things will be different for the split second at the corner of your vision.

    Most of the boss fights would consist of firing while running backwards untill you find either: a locking door, or an aiervent too small for it to fit through.

    For fairness reasons, very few enemies would have projectile attacks.

    Character creation is very in-depth.
    >> Anonymous 05/28/09(Thu)13:00 No.4689837
    >>4689354
    It's too easy to start off with 'screen colors out, voice tells you to make obvious moral decision.'
    Start small. Little things--your vision is tinged red at the edges and you keep stumbling across melee weapons.
    You're surrounded on two sides by hostiles and a sealed hatch opens up unbidden.
    Little gifts, benefits for immediate survival that don't seem to carry a cost.
    I remember Silent Hill 2's ending was based on how you treated your character. If you didn't heal when hurt for long periods, or examined a knife a few too many times, the protagonist killed himself. Perhaps using drugs and stims to keep yourself going in the face of dozens of wounds will open your mind to Slaanesh.

    At the end of a game, you could see your percentages in how far into the sway of a chaos god you've fallen.
    >> Anonymous 05/28/09(Thu)13:01 No.4689851
    >>4689809

    I imagine most boss fights would play out like the HL1 Garg fight: run like hell and find an environmental thing to kill him with. Crane, jet engine, auto-turrets, whatever.
    >> Anonymous 05/28/09(Thu)13:04 No.4689870
    >>4689809
    I thought it would be better to have the Chaos Gods whispering in your head whenever you're confronted by certain situations, creating bizarre moral dilemas that don't count as moral dilemas.

    For example, you find an injured guardsman lying there, desperately in need of medical aid.
    You can give him the medical aid, but Tzeentch wants you to adminster an arcane elixer you found to him, and observe the results. Nurgle wants you to leave him there to suffer in despair and die. Khorne wants you to behead him there and then. Slaanesh wants you to slowly torture and kill him.
    Each path, including the righteous path, grants you a gift as a result.
    >> Anonymous 05/28/09(Thu)13:07 No.4689892
    >>4689870
    Again, whispers come later--or rather, early, but they're faint and indistinct until you reach an area with a strong presence of the Chaos god in question.
    And the more you fall to one Chaos God, the clearer they become, moreso in strong areas of theirs.
    >> Anonymous 05/28/09(Thu)13:10 No.4689900
    >>4689892

    I agree the player should get the idea of Chaos worship gradually. As the character loses all of his old unit, he'll come across blasphemous texts hinting at rituals and acts that have service to a Chaos god as the purpose. Reading them adds just a little to your corruption points, but acting on them adds much more. In addition, reading them adds dialogue choices keyed towards Chaos.
    >> Anonymous 05/28/09(Thu)13:14 No.4689919
    http://
    www.
    AnonT
    alk.c
    om/

    0df29543e1039e2ce320800f7eb0fac1
    >> Anonymous 05/28/09(Thu)13:14 No.4689921
    Just imagine--the whispers come from specific places and have you feverishly checking dark corners...
    You placate them and they sound gentle and reassuring.
    You defy them and they become harsh and loud.
    >> shithead !h73dMJajvM 05/28/09(Thu)13:19 No.4689954
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    Archived this shit.
    >> Anonymous 05/28/09(Thu)13:23 No.4689975
    >>4689900
    >>4689892
    if you think about it the people who know nothing about 40k would get a more realistic experience. like the average guardsmen they know nothing of the chaos gods so will be more easily corrupted. us fa/tg/uys who wanted to remain with the emperor would know the signs.
    >> Anonymous 05/28/09(Thu)13:24 No.4689981
    You know, if you wanted to have other Guardsmen and Traitor-Guardsmen and whathaveyou all running around, I could see it working a lot like the other STALKERS from Shadow of Chernobyl.

    Think about it: There are supposed to be thousands of Guardsmen on a troopship, along with all their mechanized elements and associated hangers-on. It seems extremely unlikely that they would all be slaughtered before you could encounter ONE of them.

    So instead, you have a bunch of Guardsmen and suchlike all wandering around with their own agendas; some may be trying to reach specific objectives like a holdout point, searching for comrades or even just trying to find a safe place to rest. Others may have fallen to chaos or just gone completely wacko. Others still may still be 'loyal'.. But they're convinced that nobody else can be trusted so they're adopting a shoot-on-sight policy. The player can potentially try to help his old comrades out, earning their gratitude but potentially putting himself in danger (after all, not all cultists wear big flowing robes and gibber madly), avoid them (safest, but if they see you sneaking around they may just assume the worst), or even loot them for much-needed supplies.

    This would help avoid the feeling of being on a ghost-ship, plus adding in a few nice little elements like the haggard party of Guardsmen you just ran into deciding to take a break and sit around playing their space-guitars for a while.
    >> Anonymous 05/28/09(Thu)13:28 No.4689996
    Horrible things => insanity => hallucinations, which, if you do not overcome, you become a little more insane. The "insane ending" would be the character being rescued by space marines, etc, then it would show reality: character rocking back and forth in a closet, giggling madly. (ending reached by having more than 400 insanity points after 40 hours of gameplay).

    For diffrent chaos gods: other people have said it better, but gaining enough favor with a singlular god would grant privilages. Eventually ending in becoming a daemon of the respective god (requires 100 points of that god's chaos type, after 50 hours of gameplay)

    Gaining favor with all gods: able to control/ communicate with demons with enough chaos. Ending similar to above.

    If you don't lose your faith, and act accoringly, you gain glory points instead of favor points. The glory points do very little, but allow the only good ending, in which you die just as the ship is being rescued. You die killing a big bad thing, as marines look on, awed.

    Mutations
    Fuckrandom encounters
    New ship generated for each character wherever is explored is added to the character's radar. Whenever a quest requires you go to a specific place, you get a glowie dot on your 3-d radar, but no specific instructions on how to reach that dot. You may go the entire game without finding out how to reach that dot.

    3-d radar explained:
    - works by floor
    -by toggling through floors (around 15ish?) you can find your way through the maze of a ship.
    -fallen debris blocking a path are not the same as a dead end.you can actually blast shit out of the way with grenades, etc.

    There should be a very small inventory, system based on both weight and size of items.
    >> Anonymous 05/28/09(Thu)13:28 No.4690000
    >>4689981
    Maybe spending more time in the presence of humans would help raise some Humanity value--the hallucinations are more obvious and you can tell where you're being led astray if you help your fellow man and remember there's meaningful something out there you had once.
    >> Anonymous 05/28/09(Thu)13:29 No.4690005
    >>4689981

    Also, there's the threat of officers and especially Commissars. "Guardsman, why aren't you with your unit? Where are your squad members? Have you had any contact with unsanctioned elements?" The threat of *BLAM!* is always present.
    >> Anonymous 05/28/09(Thu)13:29 No.4690009
    >>4689981
    it could lead to some horror moments, say one of the children of the regiments civilian hangers on comes to you for help but as soon as your back is turned she turns into a horrific monster.
    >> Anonymous 05/28/09(Thu)13:31 No.4690021
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    If you 'beat' the game well enough w/ a loyalist alignment, you get to play the game again!

    Only this time....

    you play as a pariah/blank/blunt/possilbe culexus recruit/soulless anti-psyker
    >> Anonymous 05/28/09(Thu)13:32 No.4690025
    >>4690009
    Oh No Evil Children is by FAR too obvious. Let's keep this realistic--as realistic as something like 40k gets.
    This is a warship. It is full of soldiers and guns and vehicles and now chaos beasts that want to tear you to shreds or worse.
    Now, if you have a character you meet early on and survive alongside during the game's acclimation phase, and then meet them again unaware their haggard smile is really that of a shell for some warpspawned horror?
    >> Anonymous 05/28/09(Thu)13:35 No.4690039
    >>4690025

    People from your unit turning into vessels for horrors and warp spawn is great. Also, children COULD exist since there are a lot of voidborn hitch-hikers and stowaways on any large Imperial vessel, and often they manage to claim one of the lower deck sections and turn it into a slum village.
    >> Anonymous 05/28/09(Thu)13:36 No.4690044
    This is why I love you, /tg/.

    Also, FUND THIS SHIT!
    >> shithead !h73dMJajvM 05/28/09(Thu)13:38 No.4690057
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    >>4690044

    But we'd need money...
    >> Anonymous 05/28/09(Thu)13:38 No.4690061
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    >>4690025
    You meet up, and are so happy to see one another. Friend is acting a little strange, but you figure it's just the trauma setting in. Decide to sleep in shifts, go to sleep with buddy gaurding your back and wake up with horrible split-face/blade2vampire inches away, about to eat your face. Then it pretends like nothing happened, and asks if you want to share a mealpack with it. It doesn't eat any of the mealpack.
    >> Anonymous 05/28/09(Thu)13:39 No.4690063
    >>4690039
    I suppose, but if the guardsmen are being annihilated by these things, what chance to the civvies have?

    Also, another suggestion--we don't want a heroic one-man-army feel to this, but making basic weapons widely plentiful would actually help counter the FPS trope.
    You've got all the ammo you need! It's just not going to help much against the big boys, and you don't possess miraculous health regeneration and endurance.
    Now, rare things like the aforementioned melta, those need to be incredibly rare and using them should hurt because you KNOW there's always a bigger fish around the bend...
    >> Anonymous 05/28/09(Thu)13:39 No.4690067
    There are different cults in different areas, multiple ones dedicated to the same god, even, all vying for power and control, some weaker and some stronger.
    Each one has a small 'stronghold' that's generally just a moderately large area, such a kitchen or a dormitory-corridor or a chapel-room that has been converted for their use, and each one has entry requirements.
    A small group of aspiring Khornates might ask for a bottle of blood, while Nurglites might as for infected flesh stripped from a corpse.
    Later, it will grow more difficult. They ask for a dozen of skulls consecrated in the Blood of the Blood God or a sample of a dozen toxins, in order to enter their stronghold.
    Of course, you can find these samples scattered here and there, on the bodies of cultists collecting them - but it's easier to gather the fast, evil way, by doing the rituals and cutting heads and infecting flesh personally.
    You can join a cult sincerely, or you can just go in to butcher them.
    This acceptance isn't required either. You can just kick the door down and storm in, but then they'll all be alerted and you'll be outnumbered many-to-one in an almost impossible firefight.

    The main problem with this corruption thing is getting the balance right. What sort of events should warrant mutations? I don't want some sort of experience bar where you cut off 27 skulls, level up and grow some horns. Also, gaining mutations with everytime you obey a god would be silly, too.
    >> Anonymous 05/28/09(Thu)13:41 No.4690073
    >>4690063
    Find children in air ducts, beat them up and steal their stuff.
    >> Anonymous 05/28/09(Thu)13:41 No.4690076
    >>4690061
    What movie is that from?
    >> Anonymous 05/28/09(Thu)13:42 No.4690079
    >>4690044
    it would be the bets game ever
    >>4690039
    hmm so feral/ tribal humans or children as a faction. if they still worship the emperor perhaps the chaos incursion could cause a civil war among them and you can choose which side to aid?
    >> Anonymous 05/28/09(Thu)13:42 No.4690082
    >>4690063

    I imagine the civvies would be the prime target for warp infestation. Maybe a small cult started amongst the voidborn, a psyker child born on the journey reached out into the warp and its mind was too weak to resist its pull... Could well be that the first part of the game is spent fighting that rabble.
    >> Anonymous 05/28/09(Thu)13:42 No.4690085
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    >>4689162

    "Target acquired. I have a positive I.D. on the Eldar Farseer Taldeer."

    "Stand by for drop order."

    "Calculating wind speed and humidity. Coriolis effect taken into account. Target...appears injured."

    "All the better. Drop her."
    >> Anonymous 05/28/09(Thu)13:44 No.4690099
    >>4690061
    "Damn glad to see you," you mutter again, holding the lho stick your buddy lent you in a shaking hand.
    "This half of the ship's lost," he continues, "But the aft cathedral's wards are still strong. We can..."
    He trails off. It's only after a few seconds you turn back as you begin to feel something amiss.
    "I'm sorry, Aleks," he says with a sad smile, "I fought them as long as I could. I tried. Please believe me. Please."
    He raises his lasgun slowly, his fingers stretching into gnarled claws, with that same, dogged smile as ever as his vox begins squelching unbidden.
    "Bleed for me, Aleks."
    >> Anonymous 05/28/09(Thu)13:44 No.4690102
    >>4690067
    Growing horns (for Khorne) would require killing at least 100 enemies. It would be very difficult. Similarly difficult things to gain enough favor to become "chosen" by other gods.
    >> Anonymous 05/28/09(Thu)13:48 No.4690129
    >>4689996
    Call it an auspex rather than 3d radar. This is what most games since the original doom have not had. I miss my automap.

    Maybe the PC could be introduced at the founding of the regiment and run through a very basic training exercise to familiarise him with imperial equipment.
    The "good" ending should be; you save the ship and a contingent of guard, and it comes out of warp.
    a call comes through the intercom "prepare for disembarkation, all hands to your landing craft"
    There is a mad dash to the shuttles like the final level of Halo1. If you make it the shuttle approaches the surface and does a flyby of an enemy army. either tyranids or orks.
    >> Anonymous 05/28/09(Thu)13:50 No.4690135
    This definitely strikes me as a game where atmosphere is pivotal.
    Rather than being able to track "Hey, I have 87 insanity points," each time you rest in a relatively safe place your guardsman's actions portray his stability and overall health. Keeps a journal, logs 'daily' status reports to keep some semblance of the order drilled into him. Begins penning the same line over and over again, or writes long, horrific descriptions of things he knows not what.
    Perhaps worst of all, he may write aloof 'nothing of significance happened today' entries after striding through the bloodspattered remnants of the civilian deck.

    Hell, make the game generate a ship like Dwarf Fortress worlds, and make them persistent. You have a starting intro sequence with your first guard, and then you're playing other survivors farther into the warp storm incursion.
    >> Anonymous 05/28/09(Thu)13:50 No.4690137
    some of the missions leading to the finale could take place in the ships command areas. you would either help the navy troopers defend the bridge, infiltrate to disable it or take skulls for khorne.

    you could have whispers from nurgle that tell you to poison the remaining water supplies with his poisons or ones from tzeentch to try and turn your friends against each other.
    >> Anonymous 05/28/09(Thu)13:52 No.4690152
    >>4690135

    Maybe have the game be separated in "days" where each day is a level. Every day ends with a cutscene of the guardsman resting. Where he rests and what he does depends on your actions and what objectives you fulfilled.
    >> Anonymous 05/28/09(Thu)13:56 No.4690174
    Now now. Hold your horses fa/tg/uys. All are FUCK YES DO WANT ideas, but unless we have modders/programmers in our ranks, all this is moot.

    ;_;
    >> Anonymous 05/28/09(Thu)13:58 No.4690193
    >>4690174

    I just want to see this shit happening. I want a first-person view of my guy writing in his journal after I've dodged Khorne cultists, mad Admechs and trigger-happy Commissars. Goddamnit, doesn't anyone here know how to mod CoD?
    >> Anonymous 05/28/09(Thu)13:59 No.4690197
    >>4690102
    Actually, I think I have got it.
    Gaining mutations requires a certain ritual and a certain level of corruption.
    One ritual, for example, could involve creating circle of thirty-two skulls in the name of Khorne, dousing them in blood and promethium and incinerate them in the name of Khorne. In a burst of bloody flames, the skulls leave only a charred circle on the floor, not an ash left behind. Blood spills down your vision as a pair of horns grow, physically declaring your servitude to Khorne.
    >> Anonymous 05/28/09(Thu)13:59 No.4690201
    With each subsequent completion of the game, perhaps a new character creation thing could be unlocked.

    "You have gained the Moritat Assassin Starting Package"

    "You have gained the Scum Starting Package"

    "You have gained the Commisar Starting Package" (any gaurdsmen you encounter fire upon you if they are alone)

    "You have gained the Imperial Psyker Starting Package. Good fucking luck."

    "You have gained the Space Marine Starting Package.... Just kidding, enjoy being an Adept."
    >> Anonymous 05/28/09(Thu)14:00 No.4690208
    >>4690174
    This is what fa/tg/uys do. We design fantasies, fantasies more elaborate than anything anyone else could come up with. And in the end, nothing comes of them.
    >> Anonymous 05/28/09(Thu)14:03 No.4690223
    >>4690201

    I think rather than careers, you could unlock backgrounds. Voidborn, Hiveborn, Noble Born, etc. Your starting Guardsman could be customized like Shepard in Mass Effect, in terms of gender, appearance and specialization.
    >> Anonymous 05/28/09(Thu)14:04 No.4690236
    >>4690208
    Like INTPs.
    But this is not going to become a jung personality thread.

    What would be the best way to mod this, or approach a game comapny with these ideas?
    Now, I hate the idea of not profiting from this process as much as anyone else, but I would really like to play this game, and it's doubtful that /tg/ has the skills necesarry to make this game as awesome as possible.
    >> Anonymous 05/28/09(Thu)14:04 No.4690243
    >>4690152

    Go play Pathologic, brah.

    Already been done. But add more russian crazy and mask-wearing mimes in chamber theatres.

    http://www.youtube.com/watch?v=5XLq_5rOeow
    >> Anonymous 05/28/09(Thu)14:06 No.4690259
    >>4690236
    It won't happen.

    Accept it's a beautiful fantasy and move on. /tg/ doesn't get shit done. It wishes, wishes, wishes with its heart it could get shit done.

    But tell you what - STALKER would be perfect
    >> Anonymous 05/28/09(Thu)14:08 No.4690268
    >>4690236
    We could fund our own game company!

    Yeah... right.... ;_;

    Fuck you /tg/, making me drool over a game that will NEVER come out.
    >> Anonymous 05/28/09(Thu)14:09 No.4690274
    >>4690193

    I don't care how this happens, I just wants this to happen.

    If GW fund a game of this type I will buy it and recommends it to all of my friends. Heck, I will post youtube videos of it and write reviews of it. The concept of chock full of meme-worthy ideas that will haunt the interbutt for years if well executed and promoted. Just seeing the unbridled amount of awesome that is waking up from a hallucination only to find yourself in another hallucination, ending with your killing yourself from insanity, and THEN with a Khorne berserker ripping out your skin and wear it as a coat.
    >> axebeard !TQbBqhr7ik 05/28/09(Thu)14:09 No.4690279
    >>4690076
    Blade 2.
    It says so in the filename.
    >> Anonymous 05/28/09(Thu)14:12 No.4690291
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    throne alive, someone please archive this shit!

    oh, and Kefka would make an awesome demon prince of Tzeench.
    >> Anonymous 05/28/09(Thu)14:13 No.4690298
    >>4690223
    Specialization how? Game changing or fluff?

    Game changing: unlock any door, be able to un-jam a gun, medipacks heal more, be able to detect when a demon is nearby, better starting stats, etc.

    Fluff: new hair, sunglasses, start with commisar clothes, etc.
    >> Anonymous 05/28/09(Thu)14:14 No.4690299
    has this been archived on sup/tg/ yet?
    >> a-o !3GqYIJ3Obs 05/28/09(Thu)14:14 No.4690301
    90% of this thread is shit.
    Like the "OMG LET'S MAKE OBLIVION 40K" and "LOL COD 40K LOL".
    let's stick with OPs idea.
    >> Anonymous 05/28/09(Thu)14:14 No.4690303
    >>4690291
    is kefka really tzeentchian?

    He seems too overall crazy for it.
    >> Anonymous 05/28/09(Thu)14:15 No.4690308
    >>4690303
    Thats just what he WANTS you to think.
    >> Anonymous 05/28/09(Thu)14:16 No.4690314
    >>4690298

    I'm thinking "specialization" the way System Shock 2 and Mass Effect did it: you have a few starting character paths that determine starting stat distribution, weapon proficiencies, and skill packages. Then you level those.
    >> Anonymous 05/28/09(Thu)14:24 No.4690366
    >>4690301

    Actually if you read through the thread there are many people who replied to expand and refine OP's "running scared and hiding to survive" concept.

    Besides, making analogies to similar elements in other games isn't shit! It's called research!

    This is a brainstorm. It will contain shit and good ideas, often coming from the same person in the same post even. Still good thread.
    >> Anonymous 05/28/09(Thu)14:25 No.4690369
    for this kind of game, I'm thikning most of the stats/exp level etc. would be hidden from the player. Staying alive longer, going without wounds, etc. would give slightly increased speed, etc.
    >> Anonymous 05/28/09(Thu)14:32 No.4690412
    We could always ask /v/ for help...
    >> Anonymous 05/28/09(Thu)14:33 No.4690417
    Tutorial: Guardsman training on your homeplanet.
    When the tutorial is complete, you board a troop-transport that'll take your regiment up towards the gigantic ship hovering in the sky.
    You get a brief tour as you're escorted from your ship to your dormitory by your squad sergeant. The ship is massive. It contains at least half a dozen regiments and an official total of at least a hundred thousand servicemen and women, both in the Imperial Guard and the Imperial Navy. This isn't mentioning the voidborn who live in the engine rooms, who are briefly mentioned. A siren goes off, and you're encouraged to hold on to something as suddenly, all of the windows are covered in steel, preventing sight to outer-space. Everyone grabs hold of something and the ship briefly shuddering and groans as it enters the Warp. The sergeant says it's nothing to be afraid of and the tour continues towards the dormitories. There's a few moments of relaxed conversations as you prepare to settle down from the journey were the siren suddenly blares again, with everyone going silent and looking at one another. Then, chaos breaks loose as wailing, unholy screams feel the air and electricity is suddenly violently disrupted as the ship begins to shudder and groan. The character collapses.

    When he wakes up, the door's barricaded shut. The room's lit entirely with prayer candles. Several people in your dormitory are dead, some lacking any physical injury. The sergeant explains the basic situation and gives everyone except for a handful of people jobs - finding weapons and supplies while he goes to find out what the fuck is going on. Armed with your basic equipment, you're sent get some food from the kitchen.
    Of course, you don't yet know about the cultists.
    >> LYSANDER [RAPEWAGON] !!x4UZsNRzxWG 05/28/09(Thu)14:35 No.4690432
    fuck yeah someone took my idea and ran with it.
    latent psychic powers to its like a terrible mix of fatal frame, silent hill, doom, and dead space. only creepier because its some crazy warp shit
    >> Anonymous 05/28/09(Thu)14:35 No.4690437
    >>4690417
    Awesome.
    >> Anonymous 05/28/09(Thu)14:36 No.4690439
    the thread is in autosage. I wonder where the mods are. This needs archiving. Best brainstorm around here for a while.
    >> Anonymous 05/28/09(Thu)14:41 No.4690469
    >>4690417
    Shadows are flickering here and there. Corpses are scattered here and there, covered in all sorts of injuries. Eventually, you arrive at the kitchen with a fellow squad member. There's a man, kneeling in front of a corpse, grabbing its hair and slicing its head off with his knife. He already had a collection of severed heads on his belt. The fellow guardsman steps towards him and tries to calm him but when he rushes at you with the knife, orders you to shoot.
    The injured maniac falls to the ground and he's pinned by your comrade, who asks him what the fuck he was doing. The cultist explains he was gathering skulls for the throne of Khorne, and begs for you to sever his head, so his skull may be added to the pile. Fellow patriot calls him a heretic, demands you shoot him in the head. You've got a choice. Be sympathetic and allow the heretic to die his preferred death, or melt his brains out. If you cut off his head, patriot's kind of pissed at you forgiving the cultist what he wanted but either way, it's time to go back with the supplies and report the incident.
    Congratulations, you can now gather skulls for the skull throne. If you wish, you can begin your ascension.
    >> Anonymous 05/28/09(Thu)14:42 No.4690472
    has this been archived yet?
    >> Anonymous 05/28/09(Thu)14:42 No.4690477
    >>4690439
    It's not in autosage.
    >> Anonymous 05/28/09(Thu)14:43 No.4690479
    >>4690469
    Way too obvious, and way too soon.
    Baby steps and good intentions are the way pure men fall.
    >> Anonymous 05/28/09(Thu)14:45 No.4690489
    >>4690469

    You'd find a prayer to Khorne scribbled on a page torn out of the Uplifting Primer, along with some notes on how the soldiers in that squad killed their sergeant and mutinied. You can read that prayer for a short temporary boost in melee power.
    >> Anonymous 05/28/09(Thu)14:50 No.4690516
    >>4690469
    You gather at the dormitory. Other people have seen similar things. They throw down strange, scrawled, insane notes and they throw down odd tomes and librams, all covered in mad scribblings. These give you a basic education of the Chaos Gods and by basic, I mean, basic.
    General reaction of "what the fuck is this shit", and they all decide to burn it after reading it. Sergeant decides that they need to take action. They need to find someone who can reactivate the gellar field, or at least start the warp drive and bring the ship back into reality. Otherwise, they'll all eventually be killed. You're all ordered to rest for the day and be prepared to kill some heretics the next day. You're also warned to be extremely careful around cultists who confront you in groups, even if they're just groups of three - you'll be outgunned and slaughtered. He also says if you see a Daemon, RUN. Don't bother shooting, RUN. RUN, RUN, RUN.
    You go to sleep with this in mind and the next day, you're sent out to try and locate a high ranking Imperial Navy officer, who actually knows shit about the ship.
    The free-roaming stage of the game begins and you're no longer accompanied by an ally. You're on your own now and your only safe haven is any room that has a bed and that you can barricade shut, and the original starting dormitory, which you will have to stray further and further away from as the game goes on.
    >> Anonymous 05/28/09(Thu)14:52 No.4690531
    >>4690479
    How would you rather start the introduction to Chaos?
    It's a rather difficult process to do. It's impossible to do it without it being way too obvious.
    >> Anonymous 05/28/09(Thu)14:53 No.4690536
    >>4690412
    /v/? They know jack shit about making games. Better off asking /prog/.
    >> a-o !3GqYIJ3Obs 05/28/09(Thu)14:55 No.4690546
    If the gellar field broke down inside the warp the ship would just implode and look like it'd been torn inside out and mashed up by a couple of monstrous hands. I don't think you guys know how dangerous the warp really is.
    >> Anonymous 05/28/09(Thu)14:56 No.4690554
    >>4690546
    Incorrect, read BFG books on the subject of Daemonships.
    >> Anonymous 05/28/09(Thu)14:57 No.4690568
    >>4690546
    it is not always that bad. but for a compromise make it so the field has partially collapsed. actually we could make it an objective to either repair or sabotage one of the partially functioning generators depending who you decide to serve. as you go to fix tzeentch could plant whispers in your mind.
    >> Anonymous 05/28/09(Thu)14:59 No.4690572
    >>4690554
    actually deamonships dont need gellar fields because they are full of daemons and chaos ships are protected by their chaos patrons.
    >> Anonymous 05/28/09(Thu)15:00 No.4690577
    http://
    www.
    AnonT
    alk.c
    om/

    18b53c6fd4e2c957ae4ae78b5b403a45
    >> Anonymous 05/28/09(Thu)15:00 No.4690578
    >>4690572
    Daemonships are relevant because they are the result of ships without gellar fields, you dolt.
    >> Anonymous 05/28/09(Thu)15:02 No.4690588
         File :1243537376.png-(99 KB, 247x248, 1243464043767.png)
    99 KB
    This picture describes my feelings on this whole thread
    >> Anonymous 05/28/09(Thu)15:04 No.4690598
    >>4690308
    *fuking dead*

    Some of this reminds me of Eternal Darkness (anon randomly screams that Kefka follows Xel'lotath, bitches - and is promptly shot) - just the idea of the whispering-shadow-fucking-hates-your-defiance-bitch phenomenon and ED's 'sanity effect' system - the dicked-up camera angles, the bleeding walls, UR HED ASPLOED, imaginary horde is imaginary, etc. The 'increased chaos rating = effect on gmeplay' reminded me of ED and though i know ED isn't the only game that's done it, they did it damn well.

    The mindfuck fourth-wall-breaking shit might not work as well in this case but it was sadistic enough that I loved it and it might possibly work with regard to this. YMMV, natch.

    I wonder if the idea of moving among enemies would work at all. Survival by pretending your one of their guys etc. Of course if you fuck up you DIE and you'd have to decide if it was worth the risk to try and pull it off.
    >> Anonymous 05/28/09(Thu)15:06 No.4690613
    >>4690531
    Another anon here.

    Slowly, gradually, make it unnoticeable, mask it under a good action. For example, Khorne:
    On the third day of the routine cultist killing, while you're unleashing your righteous fury you start liking the sensation, at first you think that it's the satisfaction of doing His job. But some days after you begin to like the carnage, hey, you're killing them to protect the civilian crew, it's all right!

    For Tzeentch, your commanding sergeant who is supervising the defence is inept and a coward. He doesn't know shit and he will drive you and all the survivors to death if he's still giving orders. After failing to make him reason, you start plotting an accident.... after all, we are all better if that fuckhead is dead. You have the duty of protecting the survivors, even if it means to kill your superior.

    You get the idea. As the other anon above said, start with "end justifies the means" approach.
    >> Anonymous 05/28/09(Thu)15:07 No.4690619
    >>4690531
    Perhaps when the character is knocked out, they experience a dream.
    Four disembodied voices hover about in his head, advising him not to trust his allies and uttering sweet, sincere promises.
    >> Anonymous 05/28/09(Thu)15:12 No.4690650
    >>4690613
    I suppose that would be better.
    Personally, I would keep the choice between severing the cultist's head or shooting his brains out choice - after all, giving him the death he wants seems like a reasonable thing, right? To him, it's probably honourable.

    Have the voices you heard in your dreams remain quiet, until certain ocassions. When the sergeant is speaking, handing out orders, Tzeentch whispers in your mind. When you need information from a cultist, Slaanesh whispers in your mind, telling you to torture him for it. When you see an injured soldier, Nurgle tells that there's no hope for him - don't try and prolong his pain. Leave the poor soldier to die. When a man is begging for mercy, Khorne demands that you kill him - make an example of him, in front of his allies.
    >> Anonymous 05/28/09(Thu)15:13 No.4690657
    >>4690598

    If you see a Khornate horde, and you instantly turned on your comrade, then you will gain a few seconds where the horde just pass you by and even cheer you on. You now have a chance to cut down another comrade to survive a little bit longer. Deep inside you know that you are only doing this for survival, and you are on your mission to reactivate the Gellar field, and that you will get out of this alive, as a loyal and proud Imperial Guardsman.

    Little did you know that that act of pragmatism planted you a bit further on the path of chaos.
    >> Anonymous 05/28/09(Thu)15:14 No.4690671
    >>4690432

    fuck yeah fatal frame.

    okay this is going to DATE MY ASS LIKE FUCKHELL and probably get my balls chewed off but i feel masochistic today so i'll throw it out there: one of the best 'you are alone and everything wants to fucking eat you' atmospheres i've ever seen was in super castlevania IV. you're one guy, everything hates you and wants to pull your spine out and wave it around. it scared the balls off me when i was a kid and it's still creepy now. some of that is, i think, because there is no dialogue at all. of course in a game like this you need dialogue, but long, long stretches where you're isolated and everything's either silent or just with slight disturbing ambient sound are headfucking for you do your immersion right. leaving someone alone with his (or her) thoughts when they are teetering precariously on the verge of going batshit insane = hell yeah.

    other possibility courtesy clocktower: panicking and running around like a headless chicken. panic/berserk state or adrenaline overload could be an interesting mechanic. your attacks might get stronger for a time but your character can damage themselves wailing on an enemy like a maniac. you can escape faster but your character is a bit more of a bitch to control and overtaxing your body while running like a screaming fool would ding your HP. coming down off that you'd probably be slower, need to look for rations or whatever, have to find a damn hiding spot to recover, etc. someone will probably already have said this by the time the damn page loads and posts this shit but hey, throwing it out anyhow for teh kicks.

    capsless anon has fucking carpal tunnel. baw.
    >> Anonymous 05/28/09(Thu)15:17 No.4690688
    >>4690657
    That seems a bit too obviously evil.
    >> Anonymous 05/28/09(Thu)15:18 No.4690700
    Perhaps we could add in an element of Pathologic into the game? This game sounds just like Pathologic, just set on an Imp troop transporter.

    The thing about Pathologic was that the key aim of the game was simply survival. Your main concern wasn't defeating enemies, rather it was trying to control your infection/not get infected or stopping yourself from starving. Weapons in general were hard to come across, guns near impossible and ammunition was always scarce, if effective, but also hard to use. The plot was pure paranoia; three factions vying for control with you in the middle fighting against the disease that's killing everybody horrible. And you weren't a hardened supersoldier, you were either a doctor, a folk-healer or a cursed girl with odd powers. It was ran on a day basis, were you had a certain task you had to complete, but also had other side-quests that technically were optional, but you needed to complete. Reputation was also important. For example, one task has you given a lot of money to buy food for a refuge. You could keep the money and the food, but that would damage your reputation, meaning people wouldn't help you. If you gave the food to the people who asked for it, she would allow you to sleep in her house (important) and give you food for a while, as well as benefiting your reputation, but at the same time, damaging your influence with those people who wanted her to die.

    What I think we want to aim for here is a cross between System Shock, Pathologic, Penumbra, Fallout 3 and 40k.
    >> Anonymous 05/28/09(Thu)15:19 No.4690707
    >>4690650

    Even better, whenever you are faced with a choice, you are simply present a choice as if it is simply silent thoughts in your head, the sound effect, however shows a constant indistinct droning of a million voices that wax and wane seemingly at random. The voice of corruption is normally strongest not when you are calmly interrogating someone, but the moment 10 seconds before when you were running from a demon.

    As you interrogate a cultist who used to be an officer to find out where the closest medicae center is, the droning voice stops entirely, and you are now acutely aware of the heavy footsteps of something prowling in one of these corridors you were in a moment ago...

    Make pragmatic decision to torture cultist to get faster information... one more step to chaos.
    >> Anonymous 05/28/09(Thu)15:21 No.4690721
    have a doom like flashlight system. You can't have a flashlight and a weapon out at the same time, fucking terrifying.
    >> Anonymous 05/28/09(Thu)15:21 No.4690724
    >>4690700

    Also, Thief III's Shalebridge Cradle. Fuck. Do not play that section of the game in the dark, brix etc.
    >> Anonymous 05/28/09(Thu)15:22 No.4690730
    IF you anons want I could edite this in word and make it read like a game pitch and post it on Relic forums which currently have the whole W40k game making license.

    I mean im sure they will say Yeah thats great now get the fuck out but hey you never know

    Should I?
    >> Anonymous 05/28/09(Thu)15:24 No.4690740
    easter egg: play as Leman Russ. To activate, find the exact point where the Gellar Field was breached without dying, and then jump into it. Cue awesome cut scene as Russ flew through the warp, rescued you, and then you proceed to play as Russ.
    >> Anonymous 05/28/09(Thu)15:24 No.4690744
    >>4690707
    Tzeentch has typical, insideous whispering voices.
    Khorne is filled with shrill, screaming, wailing voices, demanding shit of you.
    Slaanesh is feminine, sweet, soothing voices with giggles and sighs in the background.
    Nurgle is deep, bassy voices that ends up sounding like the droning of flies.
    >> Anonymous 05/28/09(Thu)15:24 No.4690745
    >>4690724
    BEST FUCKING SCARY GAME EVER.
    >> Anonymous 05/28/09(Thu)15:26 No.4690751
    >>4690730

    Please do, but please choose the elements that fit to the spirit of the OP though. I'm not the OP, but think what the OP proposed and many in this thread built upon is something truly original.

    "Just another one-man army" FPS would make me weep.
    >> Anonymous 05/28/09(Thu)15:27 No.4690758
    >>4690744
    oh come on giggling and sighs
    more like earth shattering orgasm screams
    >> Anonymous 05/28/09(Thu)15:27 No.4690763
    >>4690744
    look up isabella valentine on /rs/ and download one of her erotic recordings. she sounds like a good candidate for slaanesh
    >> Anonymous 05/28/09(Thu)15:27 No.4690770
    >>4690751
    Ill do my best Ill try to post it later on it will take some time. If they do decied to do it it may become just another FPS but hey atleast we tried.

    Also THREAD IS AWESOME FUCK YEAH!
    >> LYSANDER [RAPEWAGON] !!x4UZsNRzxWG 05/28/09(Thu)15:28 No.4690771
    how about the field doesnt collapse, it flickers once or twice
    >> Anonymous 05/28/09(Thu)15:28 No.4690774
    >>4690721

    jesus yes, that was brilliant.

    doom incidentally had the same kickass ambient music going on as scv4.

    back on topic before i get beaten with my own leg, yes in re: pathologic and the reputation-paranoia factor. and to the anon who threw out fatal frame, that reminds me.

    in the third game you have to wander around in a section of house that's so cursed that just being there is like painting a target on your ass and bending over for reika. you find/get these sacred candles before that point. burning them holds back the miasma/evil for a time. when your candle burns out, though, you started getting fucky screen effects, you just barely see reika following you around, you hear whispers, there's zero colour saturation etc. to this anon it seemed like the further you went into this place the faster your candle burned down but i may have just been imagining it because it seemed like every thirty seconds my candle was dead and reika was trying to feel me up.

    so yeah: potential temporary stopgap/protective measures that abrade, lose potency or get used up over time y/n? i just remember how twitchy those candles made me and how profanity inducing it was to watch the damn things burning down little by little because you don't have that many of them, they're the only thing that can keep reika off your ass, and reika wants your soul.
    >> Anonymous 05/28/09(Thu)15:32 No.4690796
    Man I would love this.


    How about there is no real objective. I mean you can do the objective but you dont have to. You can do anything. Want to spend the whole game living in vents raiding for food crying in a closet and cutting your arm to make the voices go away? GO AFUCKINGHEAD! Who knows maybe someone else will succed and you will get out alive. I love games where you "dont" have to do the main story.
    >> Anonymous 05/28/09(Thu)15:36 No.4690829
    This thread....................

    Its so good. Oh god I want to cry at its beauty
    >> Anonymous 05/28/09(Thu)15:36 No.4690834
    >>4690744
    Actually, it would probably be best if we just had a bunch of extremely minor demons (who could call themselves the 'voices' of the chaos gods or something, I don't know) living inside the protagonist's head. The Chaos Gods themselves don't usually take an interest in Bumfuck Guardsman #999999999999999999999999999999999999999991, after all. You could almost think of them as the Consciences from Black and White if that helps.

    They want him to survive, because they're living inside his head and they want to get a little kudos (no matter how small) for managing to convert you to their specific side. Therefore, although the Tzeentchian and Khornate demons (for example) might argue and quibble constantly, they're still not INTENTIONALLY going to get the protagonist into a situation where he's going to get killed. They would essentially act as the standard "Voice Over Radio" characters that always show up in FPS games, with the added bonus that as the player turns more and more towards their specific portfolio, they become more powerful and more able to assist him.
    >> Anonymous 05/28/09(Thu)15:37 No.4690836
    >>4690774

    Heck, we CAN do this in 40k too. Of course you have to make up some item. Maybe the player finds out that burning purity seals keep the demons at bay, and decide to collect them. At some point you will reach an area so impenetrably evil that burn a purity seal clear up the red/purple/green/pink miasma just enough so you can see ahead... and getting through this area is one of the things you had to do on your way to the good ending (Gellar field repaired) or the BEST ending (Wolf Time fuck yeah!)
    >> Anonymous 05/28/09(Thu)15:38 No.4690845
    Stick purity seals on your armor.

    They start to burn when you enter heavy warp zones. To get past heavy heavy chaos infused zones stick a ton of those fuckers on you

    NONE PURERERER
    >> Anonymous 05/28/09(Thu)15:38 No.4690846
    >>4690834
    The Chaos Gods are everywhere, mate.
    The Chaos Gods aren't focusing entirely on one little bumfuck. It's 0.00001% fragments of them embedded in his skull, filling him with doubt.
    >> Anonymous 05/28/09(Thu)15:44 No.4690877
    >>4690846

    Anyone who is trying to predict where the US economy is heading and try to prosper (eh, kidding mate, stay alive) in this climate as a small business owner will understand that the Chaos Gods predate the Imperium of Man, in fact, they are all alive and strong right now, in each and everyone's head.
    >> Anonymous 05/28/09(Thu)15:52 No.4690913
    >>4690834
    Continued:

    Tzeentch's voice should sound insidious, wryly sarcastic and vaguely amused. He thinks it's cute when you out-think your enemies rather than fighting them directly, and helps you out by opening up escape hatches, causing bulkheads to malfunction and crush your enemies etc etc etc.

    Khorne's voice, on the other hand, should sound extremely annoyed that you aren't KILLING EVERYONE ALREADY WHY DO I HAVE TO POINT OUT THIS OPTION TO YOU. On the other hand, he thinks it's hilarious when you DO kill people by the score and will happily egg you on. His powers, obviously, include increased melee power and health, but he will also use more esoteric powers such as slowing down time for you and pointing out the enemy's weak-spots.

    Nurgle should sound either fat and bored or fat and contented. He enjoys it when you leave your enemies (and friends) to their own devices, consume/give away rotten food etcetera and generally favours the path of least effort. He will do things like cause you to take less damage from enemy weapons and environmental hazards, and also to regenerate somewhat while you're waiting around.

    Slaanesh's voice should sound like a confusing melding of male and female voices, probably merging between the two at random. S/He obviously loves it when you do things like use painkilling drugs when you don't really need to, but in fact likes it when you excel at anything, including all of the other three's portfolios. Slaanesh's gifts would probably include charisma-based powers for talking your way out of dangerous situations and winning new allies, pheromones that stun and confuse other characters and so on.
    >> shithead !h73dMJajvM 05/28/09(Thu)15:52 No.4690914
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    >>4690291

    Your wish is my command.
    >> Anonymous 05/28/09(Thu)15:53 No.4690918
    Continued again:

    This could lead to some interesting situations where you're pleasing more than one Voice at once; Khorne might point out that a massive juggernaught-like enemy is almost impervious to conventional weaponry. Tzeentch might then point out one of the environmental hazards and you end up crushing it under a lift or blasting it with jet backwash or something. TZEENTCH IS PLEASED because you out-thought the stupid berzerk monster. KHORNE IS ALSO PLEASED because you didn't run like a scared little girl and you smashed it up but GOOD!
    >> Anonymous 05/28/09(Thu)15:55 No.4690923
    >>4690846
    So exactly what he said, then.
    >> Anonymous 05/28/09(Thu)15:57 No.4690939
    Have one good ending that takes massloads of effort to accomplish. Kinda like the good ending from STALKER
    >> Anonymous 05/28/09(Thu)16:06 No.4691001
    >>4690836

    fuck yeah.

    and the image of some guy who's like wallpapered in purity seals just made me laugh my ass off.

    >>4690918

    also, THIS = VERY YES
    >> Anonymous 05/28/09(Thu)16:09 No.4691028
    HOLY SHIT THIS THREAD IS STILL ALIVE! This better be archived.
    >> Anonymous 05/28/09(Thu)16:11 No.4691052
    New thread?
    >> Anonymous 05/28/09(Thu)16:12 No.4691071
    has this been archived? i dont see it anywhere on sup/tg/
    >> Anonymous 05/28/09(Thu)16:14 No.4691086
    I'm turning the whole motherfucker into copypasta right now just in case...
    >> shithead !h73dMJajvM 05/28/09(Thu)16:26 No.4691201
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    >>4691071

    Been there. Done that.

    http://suptg.thisisnotatrueending.com/archive/4686070/
    >> Anonymous 05/28/09(Thu)16:29 No.4691222
    >>4691201
    thanks a lot
    >> Anonymous 05/28/09(Thu)17:01 No.4691466
    >>4691201

    thank you sir!
    >> Anonymous 05/28/09(Thu)17:20 No.4691627
    >>4689870
    Ever play the shootin' gaem The Darkness? This game did the "Horrible malevelont force inside your soul whispering dark notions into your heart" thing pretty damn well.



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