Dream Patch Notes by Korica
Here's what I'd like to see.
- Added a total of 15 new maps, 5 maps for each versus category.
- Added new Map Control game mode, where teams must control certain Points on the map in order to win.
- Added new models of Power Cores, Turrets, and Shield Generators which correspond to the different races.
- Significant game balances to fix the current problems (each race only having one viable strategy, the entire game being decided by rush mechanics settled in the first 5-10 minutes, Doctrines being extremely unbalanced, etc)
- Wargear upgrades have been added to many units.
- Re-allocated the distribution of Resources on maps. Resource Points closer to the starting zones give more resources, while ones in the middle of the map give less. This should result in map control being more about combat strategy and less about economics.
- Resource Point upgrades reworked. As the current upgrades had no real strategy or fun to them, it has been scrapped in favor of changes to Listening Posts and overall faster resource gain in the later Escalation Phases. Listening Posts no longer have weapons. Their cost has been slightly reduced as a result.
- Listening Posts can now be upgraded into 3 different specialized types (starting at Tier 2 / Waaagh 3).
- 1) Defensive Posts have increased health and weapons to defend the point.
- 2) Recon Posts have increased sight range, automatically detect invisible enemies nearby, and provide a small speed boost to nearby allies.
- 3) Industrial Posts provide an increase to your resource production.
- Worker units can no longer capture Resource Points.
- Worker units no longer have the ability to attack.
- Capturing a Resource Point now requires a squad to channel on it for the duration, similar to Dawn of War 1. Squads planting flags is more epic than workers standing on a circle.
- Army Painter has been improved with more options. Eldar Infantry can now actually have their entire armor painted instead of just 10% of it. You also have flags again, similar to Dawn of War 1.
- Super Abilities have received changes. They are no longer usable through fog of war or in territory you do not control. Their initial cost has been increased, but the amount their cost goes up with each use has remained the same.
- Sync Kills have been added, because it's not really Dawn of War without that glorious unnecessary carnage.
- Camera control has been improved to the allow players to zoom in and rotate at will, to better view the aforementioned carnage.
- Improvements and additions to unit audio and combat sounds. Because it's not really Dawn of War unless, during the carnage mentioned twice above, you can hear tons of battle-cries from all sides.
- Artillery units have been rebalanced and the number each player can have at once is now capped.
- Heroes in multiplayer have been simplified. For example, it is now just "Force Commander" instead of "Blood Ravens Chapter Master Gabriel Angelos". Their voicework has received the necessary changes for this and their models can now be properly colored in the Army Painter.
- Elite Point values have been multiplied by 10. This will allow for greater balance as numbers can be changed less drastically. Elite Points will also now used as a resource for some other mechanics, including Wargear.
- Changed the way Elites are chosen and spawned. Every player may choose one Hero Elite (covered below), while other two Elite slots function the same as currently.
- Hero Elites can be spawned anywhere on the map the player has control, just as now. Other Elites must be built from an appropriate unit production structure.
- Hero Elites have Wargear options that players can customize to fit their playstyle and aesthetic preferences.