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40K MMO Eternal crusade
#1
Stumbled across this today on Dakka, sounds promising-

"GREETINGS, FELLOW CRUSADERS!
Welcome to the first edition of the Warhammer 40,000: Eternal Crusade newsletter. I’m David Ghozland, Creative Director on the project.

First of all, I wanted to say that myself and the team here at Behaviour Interactive can’t thank you enough for your support. We knew there would be a big response to a new 40k MMO, but the passion and enthusiasm we’ve seen from the community has gone beyond our expectations.
We consider this to be YOUR game – the online 40k world that the fans have always wanted. To that end, we’ll be setting up a space where you can communicate with the devs and share your thoughts. Expect some news on this front very soon!
In the months to come, this newsletter will be a platform for expressing our specific intentions on this project and communicating the thought processes behind its development. For the inaugural edition, however, I’d like to say a bit more about the game itself.

A World At War

One of the first misconceptions we saw about the game based on the announcement was that because of the game’s genre, people thought that we were making a "traditional" MMORPG. If you looked out our "required playing" list for new team members*, you'd see that we're planning on making something quite different indeed. We believe that the MMORPG genre is one with vast possibilities – just look at EvE Online or Firefall to see how far it can stretch.
In Eternal Crusade, we’re presenting a war on a planetary scale, but what you want to do in the game world is really up to you - there's no traditional quest or leveling structure in the experience. When you drop down to the planet with your friends, you’ll have a great overview of the ongoing conflict due to both traditional UI elements and community channels. If you want to head to the front lines and fight where you’re needed most, you can drive over there and do so. Along the way you might meet players from the enemy faction skulking about, or maybe you’ll spot a tantalizing entrance to the world beneath the surface or a Tyranid infestation bursting out near one of your strongholds.
Or perhaps one of your squad-mates will get an idea to hit the enemy behind their lines at a particularly valuable strategic position. It’ll take some skill to get there unnoticed and you might be guaranteed to have the enemy’s attention once you’ve done the damage, but the game's not going to stop you!
Part of what makes this possible is that MMO technology has come far enough to allow for true skill & precision-based gameplay and we’ve made a deliberate choice to make progression as horizontal as possible. A small amount of power gain is inevitable, but in a PvP-focused game it’s crucial that the vast majority of progression is about filling out your tactical possibilities and increasing specialization. Tabletop 40k has been a big inspiration in this regard, as you’ll see when we talk more about creating your character builds.
The other part is that we’re not creating a "content-heavy" world, but rather one driven by gameplay systems. There are unique spots to find, environmental lore bits and an ongoing narrative, but community efforts and Tyranid invasions drive the battle for the surface while the shapes and challenges of the underworld are generated procedurally. Our aim is to make an online world that never stops being able to surprise its players.
If this sounds good to you, stick around! We’ll keep talking about the details of the game design and other production updates right here, so if you know anyone else who might be interested in these topics, you can encourage them to register on the site.
Until next time, may the Emperor protect!



David Ghozland
Creative Director"
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven
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#2
More info-
Exactly. My idea, and what I’m going to implement is very true to the lore. The game is free to play, but we have four races controlled by the player, while one is controlled by us. Only one of the playable races will be free to play, while the other three will be buy to play like Guild Wars 2.

Actually, all four playable races are buy to play, but the Orks have an option which is free to play: the Ork boyz. If you want to play our game and you don’t want to spend a single cent, you can still access the whole game and do whatever you want without restriction, but you can only be an Ork Boy. You can’t be an Ork Nob or above…Those are buy to play as well even if we’ll have very affordable pricing, definitely cheaper than Guild Wars 2.

That said, Ork Boyz are going to be free, and they will be able to progress horizontally with skills and everything, but vertically, if you want to become an Ork Nob, you’ll have to buy it. The reason for that is because in order to be responsible to give orders and objectives to other players, we want you to be a committed player. In order to become a leader in our game, you’ll need to pay.

Otherwise, if you’re ok with being a grunt and experience everything, then you can be an Ork Boy, and the reason for that is that you need at least three to five Ork Boyz in the Warhammer 40k universe to kill a Space Marine. If we made Ork Boyz as powerful as Space Marines, everyone would hate us, because it would fly in the face of the lore.

One of the strengths of Orks is numbers. You never talk about one Ork. You talk about hordes of Orks. Thousands of them. To represent that in our game we need our Ork Boyz to be way more numerous than the other races. Having them as free to play allows us to achieve that.

The other reason is because the difference in personality between committed players and free players is exactly the same difference between the culture of Space Marines and Orks.

G: I see, you expect many free players to be undisciplined like Orks.

M: Exactly! You expect them to be less disciplined. You expect them to be rude. You expect them to defy orders. You expect them to ignore objectives, and to insult you all the time, exactly like Orks would do. We’re taking something that is seen as bad, and we’re transforming it into something true to the IP.

On top of that, just imagine that you love Orks, and you bought the Ork Nob premium option, so now you’re an Ork general and you’re preparing to attack an objective. You’re going to have five times as many soldiers as the other races under your command, but once you give the order 30-40% of them might obey, while 60-70% will tell you “fu*k you!” and they’ll start running left and right and do whatever they want. And that’s exactly what true Orks would do.
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven
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