Board Thread:Warhammer 40k General Discussion/@comment-203.134.114.240-20130721023526/@comment-8881468-20130730115525

has little to do with joy killers, if you try to built up a game in a franchise and not use the facts offered by that franchise. then you could simply leave the franchise alone instead of botching up something.

(as seen with "a wikia contributor" trying to make the IoM not the IoM, by denying them their basic morals and motivations)  ewhat would a fusion of the GE and IoM be, nothing, since the IoM would never accept anything offered by xenos tainted filth. if you dunno the major narratives of an entity then don't speculate about anything that deals with those narratives. if you wanna speculate, have a reasonable basis for those speculations and think "can it actually work?" that was not the case in that thread, you should really learn to think things through before touching the keypad.

second note: game developer's normally try to get a franchise, so they have a feeling for dependencies, relations, a storyline,a background (also known as fluff) and they don't have to develop  and design units,technology, buildings and so on from scratch but have guidelines they can go back to. (not even metioning thayt at elast a portion of the game will be sold), however: disregarding the franchise will only discredit your work.

so let me try to get it into your thick skull one last time. game developer's point of view (and view of many people) "I am in a universe with superhuman badasses, that are iconic to that franchise, they offer everything i want for superhuman badassery(with all the chapters, i have lore and backround for various characters, let alone motivations and storylines, grey knights, wolves, ultramarines, hell If I wanna, I can go deathwatch black shield), so why the freck would I choose a weak, little development, little experience and so on Imperial Guardsman for my story, a guy that is too weak for mid tier enemies, who cannot keep up with them, who gives little room for customization and whatnot.

"Some more known than others. And i bet many people would think it to be badass shooting off the head of a hormagaunt with a shotgun or strangling a cultist before cutting hes head off with a blade before moving on to find more."

to use your argument: people would think it to be badass to cut off the head of an ork nob or chaos space marine with a power- or chainblade or strangle an Eldar seer or going all silent killer mode as scout marine wreaking havoc behind enemy lines.be a badass versus the tallest and meanest of the enemy, not their cannon fodder, that motivates players.

"What is so hard to make out of that without thinking through every possible way for the enemy to kill one or the rest of the squad. Underestimating the skill and durability of individuals would no fun out of any heroic inspiring characters in the Imperial Guard."

practiccally a storytellign weakness, since this way, all you will see your squad as is somehting in the line of Star Trek Original Series "Red Shirts" you will merely see all of them as replaceable, which also means that storytellingwise you don't give a damn about your squad and may run into problems when the specialist troopers get taken out, the simply get no unique trait/have little time to develop those, thus you loose very important story devices, if not compassion and "guard feeling of the unit" you merely wanna go in with 50 sacrificial lambs.

and sidenote: such storytelling does not create "heroic and inspiring characters" but merely shows that all those guys are merely the benefactors of statistics.

their equipemnt (even that of the more advanced stormtroopers) is not really protective ( carapace works vs small arms, not more)

you wanna go for the inspiring characters, you find them where, at command lvl-> strategy game, as vehicle leaders (see all the supplements for the different aces) -> why not go into a simulation of those, instead you seem to be too concentrated on the idea of shooters, whcih make little sense with the guard due to the composition of the guard and the lore.

you wanna go into "the saboteur", then bring the environment, bring the cars, bring the story, bring the areas and whatnot, bring the backround that the player gets immersed in and can identify with. aka: Bring hope to France with the changing of colour and wrestling control over districts form your enemy. did you really understand that game? you are made to act for those around you, you are made to act to stop things like on street shootings and so on. positive motivation ftw.

you really think that that would be Imperial guard in the IoM, and not the Officio Sabatorum that works in this way to influence people/interact with them at this lvl/task/story.

by the way you seem to be kind of foolish to me, trying to compare ww2 with warhammer 40k, or using character traits of real people is not using real people but merely interpretations. only because I get some stereotypes to get a bit more connection/depth, does not mean that it changes the roles.

take alexander the great, a delusional paranoid 30 year old drunk on glory, incapable of ruling his domain.