It wouldn't take much to keep this gamer happy. At this stage i would be alright with receiving a multi-player only expansion focusing on new races (Necron, Chaos, and Imperial Guard please), new maps, and perhaps new play modes. Also if they really were trying for a MOBA factor, maybe they could keep pumping out cool elites for all of the races, have like 20 of them for each race. Further new doctrines would be nice. I actually like the doctrine system, it allows you to customise according to your play style (heavy bolters and assault marines).
Oh, and by the way, all you tactical spammers, please keep it up - it's becoming amusing to play against you :-) You might dominate early game, but we will survive and finish you and overcome a gimmick tactic. No hate at all, i enjoy playing tac spammers now... it's those eldar sniper spammers that i dread (but also, all tactics are valid! so please continue!)
Oh, and for the love of god, if you are in a custom online player with a new player, try to stick it out and be encouraging, we need all the noobs we can get.
@TheWise said:
If I was charged with making it - pretty close to what I'm trying to do in my mods.
1. Codex-accurate loadouts for squads (including upgrades), Codex-accurate unit rosters for races.
2. Squad leaders - with their own sets of upgrades.
3. Normal upgrade system for Orksez, leaving the loot scrap system the only function - acquiring resources.
4. Upgrade as such, in term, must be available only in certain radius from buildings or transport vehicles.
Space Marines:
Pretty much like they are in my Closer to Codices mod with some additions:
1, Rhino or Razorback, or both - as reinforcement and upgrade points.
2. Sergeants for all squads with proper upgrades as per Codex.
3. All 6 kinds of Devastators - Heavy Bolter, Missile Launcher, Plasma Cannon, Lascannon, Multi-Melta, Grav Cannon with Grav Amp.
4. All special - Plasmagun, Meltagun, Flamer, Grav Gun - and heavy - Heavy Bolter, Missile Launcher, Plasma Cannon, Lascannon, Multi-Melta, Grav Cannon with Grav Amp - upgrades for Tactical Marines.
5. Shotguns, Sniper Rifles, Heavy Bolters and Missile Launcher as upgrades for Scouts.
6. Assault Leap as a Passive ability for Assault Marines along with all Codex upgrades - Flamers, Plasma Pistols, Eviscerator and so on.
7. At least one more kind of Tarantula turret - a Lascannon one, yet better - also multi-Melta one.
8. Apothecary and Techmarine with Servitors at least as Elites (which they, in fact, are as per Codex).
9. Full Codex customization for all vehicles - Razorback, Dreadnoughts, Land Speeders.
Eldar:
1. Guardians with support weapons on grav platforms.
2. Storm Guardians.
3. Warlocks for Guardians and Exarchs for Aspect Waarriors - with their own upgrade systems as per Codex.
4. All kinds of Aspect warriors - available in Warrior Portal via respective unlocks.
5. All Phenix Lords, available as soon as their Aspect is unlocked.
6. Wave Serpent and Falcon as two different vehicles.
7. Full Codex customization of all vehicles.
8. War Walkers and Wraithlord as buildable units.
Orksez:
1. Normal upgrade system. Functions of looting shall be resource acquisition and - maybe - picking up the enemy weapon upgrades, pretty similar to how it happens in CoH2 (this would be a good unique trait for Orksez).
2. Big Shootas and Rokkit Launchaz as upgrades for Boyz
3. Burna Boyz - to the Dakka Hut.
4. Squad Boss Nobz and Nobz as separate squad with full customization (both melee and ranged weapons).
5. Ork Kommandoz as a normal infantry squad (in fact - stealthy Shoota Boyz).
6. Flash Gits
7. Warbuggies, Wartrakks, Skorchaz as light vehicles.
8. Rokkit Launcha as an upgrade for Deffkoptaz.
9. Looted Rhino and Looted Tank.
10. Kill Krusha/Kill Bursta/Kill Blasta tanks.
11. Stormboyz as normal, line unit.
12. Meks and Painboyz.
For an RTS this would only be playable and good for singleplayer. But crap for multiplayer. Too much to balance.
@TheWise said:
If I was charged with making it - pretty close to what I'm trying to do in my mods.
1. Codex-accurate loadouts for squads (including upgrades), Codex-accurate unit rosters for races.
2. Squad leaders - with their own sets of upgrades.
3. Normal upgrade system for Orksez, leaving the loot scrap system the only function - acquiring resources.
4. Upgrade as such, in term, must be available only in certain radius from buildings or transport vehicles.
Space Marines:
Pretty much like they are in my Closer to Codices mod with some additions:
1, Rhino or Razorback, or both - as reinforcement and upgrade points.
2. Sergeants for all squads with proper upgrades as per Codex.
3. All 6 kinds of Devastators - Heavy Bolter, Missile Launcher, Plasma Cannon, Lascannon, Multi-Melta, Grav Cannon with Grav Amp.
4. All special - Plasmagun, Meltagun, Flamer, Grav Gun - and heavy - Heavy Bolter, Missile Launcher, Plasma Cannon, Lascannon, Multi-Melta, Grav Cannon with Grav Amp - upgrades for Tactical Marines.
5. Shotguns, Sniper Rifles, Heavy Bolters and Missile Launcher as upgrades for Scouts.
6. Assault Leap as a Passive ability for Assault Marines along with all Codex upgrades - Flamers, Plasma Pistols, Eviscerator and so on.
7. At least one more kind of Tarantula turret - a Lascannon one, yet better - also multi-Melta one.
8. Apothecary and Techmarine with Servitors at least as Elites (which they, in fact, are as per Codex).
9. Full Codex customization for all vehicles - Razorback, Dreadnoughts, Land Speeders.
Eldar:
1. Guardians with support weapons on grav platforms.
2. Storm Guardians.
3. Warlocks for Guardians and Exarchs for Aspect Waarriors - with their own upgrade systems as per Codex.
4. All kinds of Aspect warriors - available in Warrior Portal via respective unlocks.
5. All Phenix Lords, available as soon as their Aspect is unlocked.
6. Wave Serpent and Falcon as two different vehicles.
7. Full Codex customization of all vehicles.
8. War Walkers and Wraithlord as buildable units.
Orksez:
1. Normal upgrade system. Functions of looting shall be resource acquisition and - maybe - picking up the enemy weapon upgrades, pretty similar to how it happens in CoH2 (this would be a good unique trait for Orksez).
2. Big Shootas and Rokkit Launchaz as upgrades for Boyz
3. Burna Boyz - to the Dakka Hut.
4. Squad Boss Nobz and Nobz as separate squad with full customization (both melee and ranged weapons).
5. Ork Kommandoz as a normal infantry squad (in fact - stealthy Shoota Boyz).
6. Flash Gits
7. Warbuggies, Wartrakks, Skorchaz as light vehicles.
8. Rokkit Launcha as an upgrade for Deffkoptaz.
9. Looted Rhino and Looted Tank.
10. Kill Krusha/Kill Bursta/Kill Blasta tanks.
11. Stormboyz as normal, line unit.
12. Meks and Painboyz.
For an RTS this would only be playable and good for singleplayer. But crap for multiplayer. Too much to balance.
Hard to balance, you want to say? Yes, it would be hard - but not impossible. And even if so - who said, that balancing in particular and development of video games in general must be easy?
@TheWise said:
If I was charged with making it - pretty close to what I'm trying to do in my mods.
1. Codex-accurate loadouts for squads (including upgrades), Codex-accurate unit rosters for races.
2. Squad leaders - with their own sets of upgrades.
3. Normal upgrade system for Orksez, leaving the loot scrap system the only function - acquiring resources.
4. Upgrade as such, in term, must be available only in certain radius from buildings or transport vehicles.
Space Marines:
Pretty much like they are in my Closer to Codices mod with some additions:
1, Rhino or Razorback, or both - as reinforcement and upgrade points.
2. Sergeants for all squads with proper upgrades as per Codex.
3. All 6 kinds of Devastators - Heavy Bolter, Missile Launcher, Plasma Cannon, Lascannon, Multi-Melta, Grav Cannon with Grav Amp.
4. All special - Plasmagun, Meltagun, Flamer, Grav Gun - and heavy - Heavy Bolter, Missile Launcher, Plasma Cannon, Lascannon, Multi-Melta, Grav Cannon with Grav Amp - upgrades for Tactical Marines.
5. Shotguns, Sniper Rifles, Heavy Bolters and Missile Launcher as upgrades for Scouts.
6. Assault Leap as a Passive ability for Assault Marines along with all Codex upgrades - Flamers, Plasma Pistols, Eviscerator and so on.
7. At least one more kind of Tarantula turret - a Lascannon one, yet better - also multi-Melta one.
8. Apothecary and Techmarine with Servitors at least as Elites (which they, in fact, are as per Codex).
9. Full Codex customization for all vehicles - Razorback, Dreadnoughts, Land Speeders.
Eldar:
1. Guardians with support weapons on grav platforms.
2. Storm Guardians.
3. Warlocks for Guardians and Exarchs for Aspect Waarriors - with their own upgrade systems as per Codex.
4. All kinds of Aspect warriors - available in Warrior Portal via respective unlocks.
5. All Phenix Lords, available as soon as their Aspect is unlocked.
6. Wave Serpent and Falcon as two different vehicles.
7. Full Codex customization of all vehicles.
8. War Walkers and Wraithlord as buildable units.
Orksez:
1. Normal upgrade system. Functions of looting shall be resource acquisition and - maybe - picking up the enemy weapon upgrades, pretty similar to how it happens in CoH2 (this would be a good unique trait for Orksez).
2. Big Shootas and Rokkit Launchaz as upgrades for Boyz
3. Burna Boyz - to the Dakka Hut.
4. Squad Boss Nobz and Nobz as separate squad with full customization (both melee and ranged weapons).
5. Ork Kommandoz as a normal infantry squad (in fact - stealthy Shoota Boyz).
6. Flash Gits
7. Warbuggies, Wartrakks, Skorchaz as light vehicles.
8. Rokkit Launcha as an upgrade for Deffkoptaz.
9. Looted Rhino and Looted Tank.
10. Kill Krusha/Kill Bursta/Kill Blasta tanks.
11. Stormboyz as normal, line unit.
12. Meks and Painboyz.
For an RTS this would only be playable and good for singleplayer. But crap for multiplayer. Too much to balance.
Hard to balance, you want to say? Yes, it would be hard - but not impossible. And even if so - who said, that balancing in particular and development of video games in general must be easy?
Saying it would be hard is an understatement. Balance already is a tough thing to do in RTS games. The way you would develop the game would make it a nightmare. There is a reason why most RTS games with a competetive format dont have insanely big army rosters. I wouldnt even say that you making the game codex compliant with army rosters is even a thing that makes for alot of depth. Your just laying down layers of meaningless options for players. Something UA suffers from and why i dont like UA either.
I thought I would take some time to represent myself and a small group of friends who do not spend much time on forums. We have played DoW1 and 2 extensively and some of us play tabletop 40k as well. As of now, I am the only one who even purchased DoW3 and, even then, I have logged very few hours compared to the older games.
The main reason we were hesitant to purchase DoW3 (not knowing anything about how the gameplay felt) was because our favorite factions/armies were not yet represented. My personal favorite factions are Tau, Imperial Guard, and Tyranids (in that order) and my friends generally prefer Imperial Guard above others. Space Marines vs Orks (with Eldar on the side) has been done over and over and failed to draw us aboard DoW3. I personally love the Tau vs Imperium, Tau vs Greenskin, and especially Tau vs Tyranid conflicts (third of which is unrepresented and impossible in the DoW series so far but is much fun on tabletop). My friends and I are very happy with Imperial Guard vs Orks or Tyranids in earlier games as well.
In order to draw players such as us into the mix, an expansion including other races would have been critical. In our particular case Imperial Guard would have been enough to draw our interest yet we might not be classified as the 'average' player not yet participating in DoW3. Certainly if a game gave me Tau vs Tyranids, I would be all over it, though Imperial Guard might be a safer bet on a general scale.
Comments
JGRICH
It wouldn't take much to keep this gamer happy. At this stage i would be alright with receiving a multi-player only expansion focusing on new races (Necron, Chaos, and Imperial Guard please), new maps, and perhaps new play modes. Also if they really were trying for a MOBA factor, maybe they could keep pumping out cool elites for all of the races, have like 20 of them for each race. Further new doctrines would be nice. I actually like the doctrine system, it allows you to customise according to your play style (heavy bolters and assault marines).
Oh, and by the way, all you tactical spammers, please keep it up - it's becoming amusing to play against you :-) You might dominate early game, but we will survive and finish you and overcome a gimmick tactic. No hate at all, i enjoy playing tac spammers now... it's those eldar sniper spammers that i dread (but also, all tactics are valid! so please continue!)
Oh, and for the love of god, if you are in a custom online player with a new player, try to stick it out and be encouraging, we need all the noobs we can get.
JGRICH
CANNED_F3TUS
For an RTS this would only be playable and good for singleplayer. But crap for multiplayer. Too much to balance.
TheWise
Hard to balance, you want to say? Yes, it would be hard - but not impossible. And even if so - who said, that balancing in particular and development of video games in general must be easy?
CANNED_F3TUS
Saying it would be hard is an understatement. Balance already is a tough thing to do in RTS games. The way you would develop the game would make it a nightmare. There is a reason why most RTS games with a competetive format dont have insanely big army rosters. I wouldnt even say that you making the game codex compliant with army rosters is even a thing that makes for alot of depth. Your just laying down layers of meaningless options for players. Something UA suffers from and why i dont like UA either.
Sendoran
I thought I would take some time to represent myself and a small group of friends who do not spend much time on forums. We have played DoW1 and 2 extensively and some of us play tabletop 40k as well. As of now, I am the only one who even purchased DoW3 and, even then, I have logged very few hours compared to the older games.
The main reason we were hesitant to purchase DoW3 (not knowing anything about how the gameplay felt) was because our favorite factions/armies were not yet represented. My personal favorite factions are Tau, Imperial Guard, and Tyranids (in that order) and my friends generally prefer Imperial Guard above others. Space Marines vs Orks (with Eldar on the side) has been done over and over and failed to draw us aboard DoW3. I personally love the Tau vs Imperium, Tau vs Greenskin, and especially Tau vs Tyranid conflicts (third of which is unrepresented and impossible in the DoW series so far but is much fun on tabletop). My friends and I are very happy with Imperial Guard vs Orks or Tyranids in earlier games as well.
In order to draw players such as us into the mix, an expansion including other races would have been critical. In our particular case Imperial Guard would have been enough to draw our interest yet we might not be classified as the 'average' player not yet participating in DoW3. Certainly if a game gave me Tau vs Tyranids, I would be all over it, though Imperial Guard might be a safer bet on a general scale.
Dandalus
I wish RELIC adds CSM and keep working on DoW3. No need for a campaign, just add factions and maps.