Tuesday, August 26, 2008

You can't spell empire without I

A quick note about posting; I'd like to keep thes 40KMMO posts regular and spaced out about a week apart. That way I don't end up with daily posts for a month, then nothing for two and three months at a time. Obviously the weekly thing needs a bit of work as I figure out what day works best around home and work necessities... anyway Heeer's your next dream faction:

The Imperial Inquistion.

Players choosing the Inquisition will start out as initiate recruits, working through introductory missions before rising to the level of Junior Inquisitor. Like Marines and Guardsmen, there are no "levels" though there will be new titles and resources that become available as the player gains recognition.

Unlike the other two Imperial professions, the Inquistior player will need to decide very early on if they are going to be a psyker or not. Psykers would be this game's version of spell casters, though the risks and effects of using psychic powers will play out very differently than your standard MMO / RPG Mage. Psykers game play is a big enough topic by itself that it merits at least one post focused only on that, and perhaps several.

In addition to deciding if they will be psychly active, players will also have to choose one of the three career paths open to them. The Ordos Xenos, Malleus, or Hereticus. I thought of initially limiting the player to Alien Hunter or Heritic Bane which would allow Witch Hunter to be a ranking mechanism, but that's really not keeping within the lore.

Game play, Inquisitors are probably the most flexible of all of the Imperial professions. Inquisitors can have henchmen that fulfill a verity of roles. Similar to the Guardsmen player, this would mean that the Inquisitor could have "pets" focused on certain role. As the Inquisitor gains stature, more powerful henchmen would become available, like Grey Knights.

But the Inquisitor can also be a bit of a loner, similar to the Space Marine player. They can requisition all manner of special weapons and armor. They appear in the lore even equipped with Terminator Power Armor. It seems that from an equipment standpoint, nothing is beyond the range of a suffiecently senior Inquistor.

Lets be clear though about one thing... Players will not be able to randomly invoke Exterminatus (the complete death of a planet) in game. I am sure it would make for some hilarious mega-ganking, but i think it would get might old, really quick. Though a mission line that results in a player being forced to decide if killing a world is justified would be very interesting.


Initially I think it would be a good idea to leave the Sisters of Battle out of the mix. Though the Inquisition and the Ecclesiarchy are closely tied, I think that the Sisters might make for a nice expansion profession somewhere down the road and if lots of Inquistors are running around with Sisters as henchmen, that could be awkward.

Unlike Space Marines and Guardsmen, vehicles don't seem to play heavily into Inquisition lore. Or at least military vehicles don't. Most Inquisitors seem to have either militarized civilian vehicles or have borrowed a Chimera from a military unit. I haven't yet come to terms with how this should work in game terms, but I am leaning toward allowing most military vehicles, just at higher ranks and maybe for additional cost.

So this completes the initial view of the three professions open to player of the imperial faction. Time permitting we may go into much greater detail on each in the future, but we have a lot of ground to cover first. Next up "Orks is da biggest and da best"

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