He also mentioned that they’d taken some lessons from Company of Heroes 2 “The other big change was moving away from Victory Points in match play.” This one pricked my ears up, as I am in general a pretty big advocate for Victory Point-based systems in RTS design. “This was an interesting mode” he said “but… it wasn’t about blowing ++heresy redacted++ up. And Dawn of War is about blowing ++heresy redacted++ up. Victory Points created this premium of building up around the point to create an unbeatable wall, and we wanted to… encourage an aggressive situation that had an explosion at the end.”
“We made the decision to do away with base building in Dawn of War II, principally out of a desire to double down on the focus on units, on the front line. In retrospect, we felt it took away more in depth than it added in simplicity.” Phil noted that the lack of production queues, in particular, became a defining aspect of Dawn of War II, and Relic really wanted to recapture some of that feeling from Dawn of War I. They wanted to return to a less linear pacing system, and wanted to add in more opportunities for harassment.
Phil also talked about units. “Units in Dawn of War II are not disposable in the least. Map control is less important in terms of resource points, et cetera. It was a lot more about keeping units alive. The whole dynamic became about the scarcity of units.” Ultimately, said Boulle, that dynamic was one they wanted to move away from. “Unit control has its role, but the loss of a couple of squads isn’t going to cripple you in the long term – we wanted you to be able to come back. In the early prototypes, this was pushed further. We had to come back from that. Units were too disposable and too easy to replace. It was an iterative process, getting to where we ended up.”