The Design Analysis of DoW3.
Part I - Core rules：
I. The Comprehensive Balance Structure - including 1 vs 1 ~ 3 vs 3, all factions and all elite units combinations.
II. Active Driven gameplay style.
III. More Back and Forth situations.
IV. High Accessibility to players.
V. The Clear Progress of gameplay.
VI. For the E-Sport Climax.
Part II - Analysis
I. Why does Relic add the "Power Core" mode in DoW3?
A. Because the VP mode will cause a "Defensive" gameplay style and they don't want the meta get fixed on the style.
B. The W40k universe does give people more Aggressive Feeling, so they want to make it in DoW3.
C. The Annihilation mode will cause the game become "Too Long", because at High Level, players are good at hiding buildings.
D. The Destroy HQ mode will cause some issue in 3 vs 3 mode. There are 3 HQ and it's hard to destroy 3 HQ at once and players can repair their HQ, so it will make the game become "Too Long".
[II] Status for now.
A. Power Core can become "Invincible" for a short time and costs some Req and Pow and has 300 seconds cool down time.
B. Power Core can restore HP very very very slowly when it's not under attack.
II. Why does Relic add the "Shield Generator" and "Turret"?
[I] Because if there is just a "Power Core" need to destroy and then it will have a problem in 3 vs 3 mode. The problem is that is very easy to let players get killed by All In strategy. So, they have to add the "Turret" to deal with this problem.
[II] Why does Relic add "Shield Generator", too?
Because they still want to keep the possibility of All In strategy to make different game pace.
And then there is a problem：if they make the "Turret" too strong and then it will reduce the possibility of All In strategy and the other side, if they make "Turret" too weak and then it will increase the possibility of All In strategy.
So, they decide to add another "Turret" on the map and there comes the similar problem.
And then, they decide to change the "Turret" into "Shield Generator" to keep strategy balance. With the "Shield Generator", the Defender has some buffer to delay the "Attack", but not for a long time and if the Attacker does success to destroy the "Shield Generator" and then he can get Bonus to increase his advantage.
[III] The Status for now.
I think both of "Shield Generator" and "Turret" are Double-edged sword, because those do help players at some aspect, but if players can not protect them well and then they will reward the rival some advantage to against you.
III. About the "Rush" strategy.
[I] There are several conditions for the "Rush" strategy in 1 vs 1 map.
A. The whole map is small and it's about 5 screen width.
B. The HP of Target Buildings are Low within 10 minutes.
C. The "Turret" are not quite powerful. Its damage is medium, but it's attack speed is slow and damage area is narrow.
D. The Damage of unit is high in DoW3. It's kind of like those in SC2.
E. Players can build their buildings at front line.
F. There is a return resource system of Escalation Phase.
G. If players destroy the "Shield Generator" and "Turret" and then they can get reward.
H. The "Turret" can not cover the "Shield Generator" much and can not cover the "Power Core".
I. The map design makes the "Lane Support" a little bit hard. I mean my soldiers went from Mid-Lane to Top Lane/Button Lane to support.
J. The Early "Rush" Build of Elite Unit combination.
IV. The Clear Progress of gameplay.
[I] It's not only the "Power Core", "Shield Generator" and "Turret" help the Clear Progress of gameplay but also the "Escalation Phase" does help it, too.
[II] The "Escalation Phase" does remind players, if you want to rush and then you had better to do it before 10 min and if players want a late game and then they have to hand on til 20 min.
V. High Accessibility to players.
[I] With the help of The Clear Progress of gameplay, players can more easily to know what they should do now and to plan his Strategies of every Escalation Phase.
VI. For the E-Sport Climax.
[I] To the TV show Broadcasters, there are more concrete objectives to report to audience. For example, player A's "Power Core" is going down and could player A hold on this wave?
Part III - My thought.
Clearly, Relic does do a lot of work about how to create their next RTS game and they really do it.
Thanks for reading.