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| What feature do you want to see in DOW2 |
|Ground and space combat||42.7% (971)|
|Holding up in buildings||31.6% (719)|
|Larger pop limits||20.8% (474)|
|Please state||4.7% (107)|
|Start: 06-01-2008 13:56|
|Last: 06-10-2008 04:36|
|#1 - larger pop limmits would be poor - Posted by: GeorgeRox26 (Member) on 06-01-2008 at 14:13|
to many untis to manage, it would loose the atmosphere.
|#2 - Hmm i dont know the top three sound all good - Posted by: chaos_march (Member) on 06-01-2008 at 14:57|
@GeorgeRox26 i do see your point with that one but it would be nice if they did but not to much so like only going to 25 or 30 pop caps would be good and not ott.
I think it would be the next step to see troops holding buildings like in other classic games such as red alert 2 and final liberation, but could cause a lot of trouble if done poorly.
I get the space combat bit and i think that should maybe be left for a BFG based game, but what do you mean by the ground bit in that.
|#3 - Posted by: In__Hoc__Signo (Member) on 06-01-2008 at 15:29|
Well.. If with "buildings" you mean the ones you can find in a hurban terrain of combat I think this is the best option avaible.
If "buildings" means the IG Headquarter with some Guardsmen entranched inside then it's just another kind of bunker, and we have already seen plenty of them.
The other options simply seem to not match well with the current infos about Dow2, according to me..
How could a similar game be related with space combat? And what the sense is in haveing more pop caps if I lead troops created to possibly endure an entire mission?
|#4 - Posted by: Redemption11 (Member) on 06-01-2008 at 15:57|
I want to see FULLY destructable terrian. I wanna see the weapons of the 41st millenium reduce planets to molten slag from plasma fire and smoking craters from earthshaker rounds :D
|#5 - Posted by: blammord (Member) on 06-01-2008 at 16:16|
I want to see gore. I want to see arms being ripped from helpless IG troops. I want to see more blood. Always more blood. BLOOD, BLOOOOOD! "The rest mist descends".
Blood filled craters! Earthshaker rounds demolishing the battlefield, whirlwind missiles tearing up the terrain, bolter fire ripping through the IG guard like it's supposed to, tearing limb, from limb.
Garrisonable buildings should be nice. Population limit is fine as it is IMO.
|#6 - Posted by: Serefinn (Member) on 06-01-2008 at 16:20|
#4 There IS going to be fully destructable terrain (or so i've heard) ... but not planet destruction...
I voted Holding up in buildings, as it would an outpost aspect to the game, and add new objectives for attk and def teams ingame.
I would have gone for Ground and Space battles, but frankly that's 2 games in 1, and even though it would be hardcore, I don't think tech is that advanced... yet...
|#7 - Posted by: Serefinn (Member) on 06-01-2008 at 16:24|
Garrisonable buildings should be nice. Population limit is fine as it is IMO.
... that's the only line that doesn't make me worried ...
|#8 - Posted by: themanclaw (Member) on 06-01-2008 at 17:54|
well, what I do not want to see: pop increase: That defeats the point of having more squad-based combat and cover and that stuff when you are just sending units to die.
I also don't want to see space fights.
However, stuff like auto-throwing grenades, cover and RANDOMIZED units like ork heads ands CSM heads.
|#9 - my own thing - Posted by: djmajors442 (Member) on 06-01-2008 at 20:33|
i was hoping for units to take cover ing buildings that are theres or no ones.:rock:
|#10 - Posted by: TDATL (Member) on 06-01-2008 at 21:31|
I want decent pathfinding and movement as a "feature"
DoW had some rarther irritateing issues with this and it got worse in the expansions due to larger squad sizes and pathing was one of the largest agrivators I found in DoW. My tanks and troops getting cloged up and lone squad members getting seperated from the squad (bad bad unit breaking unit cohesion rules,) preventing me from giving the decent move orders. Not CoH styled though. That was just as annoying. Stupid troops running infront of the sandbags and pretending to be a whack-a-mole with cover.
If they can't do pathing better then they had better keep their pop count low. Large pop counts are ruined by having bad pathing that turns moving any numer of troops into an ork like mob swarm disaster.
I should never have to fight with my troops to get them to go somewhere. Frustrating controls add nothing to a game.
I would also like a better attack move option. currently when you give an attack move the units stop after the first thing they attack. That means my column of 5 tanks breaks up and stops moving after killing a lone bone singer while the troops behind them keep marching on. Attack moves should resume towards their destination after killing something on the way.
There are lots of interface things such as this that could really use touching up. Another was the "spell" or "grenade" system. When the scorceror or who ever got knocked down it became a pain to do anything. These abilitys are combat abilitys. Useing them means the enemy is nearby which often means they are going to be shooting you. They need to improve this system. Heaven forbid you try and case several in a row against the IG with all their disruption.
Other things such as having the closest member of a squad throw the nade instead of "last guy added to squad on other end of battle field due to pathing." Equaly annoying was the fact that weapon upgrades always seemed to go to the most damaged member of the squad when they need to go to the strongest. Not to mention they tended to die of faster even at full health. This came from the enemy shooting the squad in order of last member added I believe. The upgrades went to last member added and they were shoot in that order as well. He was also the nader. poor last member. I noticed this when I noticed that upgrading termis with assualt cannons before reinforcing them made the assualt cannon termis not die as fast as when I reinforced them first and upgraded.
|#11 - Posted by: balnazzar (Member) on 06-02-2008 at 03:03|
Larger pop caps;
Squad formation select;
Wall and barricade building;
Much stronger defenses, like in Red Alert;
|#12 - Posted by: cardassio (Member) on 06-02-2008 at 03:46|
I like the idea of Ground and space combat and also I have to agree with #11 for Larger pop caps Garrisoning buildings and Squad formation select.
I would all so like to see bunkers has well to garrison and build also walls and gates has well.
And also I would like to see stronger base defenses with more upgrade for them.
Its pitty that Dow of war 2 is not going from 40'000 to epc 40,000 with a lot more units like titans and more tanks etc... like in epc 40,000.
|#13 - Posted by: Jacob_MacAbre (Member) on 06-02-2008 at 03:47|
They should just go all out.
Pick the best parts from the best of the RTS genre and see how they could incorporate it.
For example, the Command and Conquer series, garrisonable structures, kick ass base defences and three layers of combat (land, sea and air.... well maybe not sea, but you get the idea.)
Or Empire at War series, the space combat was awesome and the whole conquer the galxy thing was total amazing.
So if they manage to do something like that then it should be ok.
Give it a cool story and it'll be a Great game!
|#14 - Posted by: 1000thSon (Member) on 06-02-2008 at 05:59|
Larger pop limits wouldn't work, that's exactly the type of thing that the origionals overdid. Entire companies of space marines were deployed for relatively minor skirmishes.
I'd like an introduction of space combat, I wouldn't even mind if it became a large part of the game, provided it was well designed. Managing larger scale land engagements would also be interesting (not participating in, as in controling individual units, but the management of forces and deployment, etc. Basically playing W40K Epic Armageddon, but in a PC game.
The results of these battles could determine the scale and location (and possibly campaign importance) of the resulting numerous minor battles. Or maybe these skirmishes could preced the Epic engagements, who knows. It could have been a fact-finding scout mission, to locate or create breaches in the defence of a citadel you're attacking in the larger following battles.
I think I've veered off-topic.
|#15 - Posted by: TDATL (Member) on 06-02-2008 at 06:18|
"For example, the Command and Conquer series, garrisonable structures, kick **** base defences and three layers of combat "
which would turn the game into Command and Conquer with 40k styled units. Defences defeat the entire purpose of the game. Bloody nonstop combat. Every defence that is added to the game encourages people to turtle. That includes garrisonable structures, turrets, and even entrenchable troops. It would do the same to DoW that camping does to CS. Turn the game into a "who can be board the longest before giving up and charging to their death." Every step torwards turtle/porc styled gameplay is 3 steps back from what they did in DoW. The enitre game is supposed to be centered around advancing, taking more land, and killing you opponent on the way. Any land you are holding is to be held on the blood of your troops and tanks. Not on how well you can place a building or grab a garrison.
Garrisoned buildings WILL be lame. Look at them in C&C:RA2. Look at the in CoH. Look at the IG in DoW:WA. In all the cases it turned troops into makeshift turrets. You can't enter close combat with them and all methods of effectively killing them involve either 1) destroyed the structure 2) suddenly cleared the building magically with fire/nade/<insert game mechanic here>. None of which is brutal, cool looking, fun to watch, fun to do, or anything more than a blatently poorly thought out game mechaninc. Also, if there are any number of garrisonable buildings in MP I can almost assure you DoW 2 will be CoH2 as far as MP goes. CoH was about tank manuvering as far as fighting went. As far as most MP went It involved ALOT of rushing for garrisons and spending half the match trying to hold it.
Three layers of combat? Why? What would it bring to the table? You already have almost everything in the game with the land forces. Battle Fleet Gothic needs its own game. It doesn't need to try and wedge into DoW. Air forces once again detract from what DoW was all about. Sea? There is nothing that would bring to the table at all. Underground (possible alternate 3rd layer) also would be nothing more than a different tunnel system and would only distract you from the fight. Have you ever played Metal Fatigue? It had "three layers" and the best layer was the ground layer. The rest were distractions that you were better off if you could do without.
The game needs more streamlining (as in ease of controls and unit response not complexity) It needs more action, It needs more story, it needs more character, It needs more of the grim dark 40k. It doesn't need to be turned into generic C&C Clone or StarCraft Clone or a Supreme Commander Clone. It needs to stick with what it did different and go with that.
|#16 - more Bloody Synch KILLS - Posted by: alWarLORD (Member) on 06-02-2008 at 12:37|
Well I don't want any revolution only evolution. They only need to improve on Dow and CoH concept.
Better squad movement (like 10th post stated), action, animation (jumping to cover, reloading) and MORE SynchKILLing :rock: Then they must throw in some battle tactics (like in CoH but with 40K feel) nice voice acting (WAAAAAGH!), whit customizable armies (i mean the appearance) and that would be sufficient for a great game.
Think about what's so different in Dow then in other RTS games. The amazing atmosphere of brutal 40K universe that the game presents, and of course action on the battlefield. If Dow2 will capture the 40k fell as good or better then Dow1, then Dow2 will be a success.
Features like holding up in buildings, destructible terrain and space combat won't make any special impact if the game, in its raw basic core, will not be a bloody warhamer Epic.
|#17 - my features i would like to see - Posted by: WackyModder (Member) on 06-02-2008 at 14:57|
1.) ROTATABLE BUILDINGS
2.) larger squad/support cap
3.) ALL UNITS FROM THE TT GAME IN. (and i mean it, ALL!)
4.) Every single 40k race playable.
5.) TITANS, GARGANTS, ETC!!!
6.) BIGGER MAPS!!!
7.) Customizable Heroes
8.) Garrisonable Buildings
9.) Space and Ground combat
10.) WALLS AND GATES BUILDABLE!!!!
11.) Bigger variety of defense turrets and structures.
12.) GABRIEL ANGELOS RETURNING!!!
13.) a REAL campaign with a storyline for each race instead of just galactic conquest. *have galactic conquest as a seperate co-op campaign offline and online*
14.) squad formation select
15.) Sub-factions for each race.
16.) MORE EPIC UNITS!!!!
|#18 - Posted by: In__Hoc__Signo (Member) on 06-02-2008 at 15:34|
And for me also some coffee, please.
|#19 - Posted by: Justin0005 (Member) on 06-02-2008 at 16:29|
1.)The space combat should be made into a different game (I think someone said something about battlefield gothic)
2.)I agree with TDATL, holding up buildings will be just like the IG holding the main HQ
3.)Larger pop caps will take out the fun in the game, and add more mob based assaults.
What I think they should do is make the game even more strategic, such as giving you a bonus for holding a certain part of the map or something (like the relics but even more)
There should be more cover to help defenders as well as a temporary place to hold for the attackers
Finally, the stronger units should be able to be killed by the "lesser" units (I don't mean just mobing a bunch of men and or tanks)
I'm trying to make it more like TT (which requires strategic ingenuity )
|#20 - Posted by: LtDavis (Member) on 06-02-2008 at 19:09|
The only part of C&C I want is air strikes and they were better done in COH. I want to call in a whole bunch of marauders and carpet bomb people back to the stone age. I don't see anything wrong with CoH's building garrison. What would also be cool is if you could choose what your army commander could look like insetead of using the campaign one.
|#21 - Posted by: TDATL (Member) on 06-02-2008 at 20:03|
"I don't see anything wrong with CoH's building garrison."
and there isn't anything wrong with it for CoH. CoH was a solely shooting game. DoW has Melee as one of its defining features. For DoW it will be out of place, bring nothing productive to the game, introduce a bunch more stuff to balance, and generally start the slippery slope of turning DoW into a clone of every other RTS out there.
For building garrison to work in DoW it would need to not be a building in the sense that buildings have been used in RTSs in the past. It would need to be a building in the sense that FPSs use buildings. As terrain. For it to work in DoW it would need to be actually enterable by troops. Not a magic "we aproach the door and people are inside." You would need to have working close combat with the building. You would need freaking kill syncs with the building. How cool would it be to see a raptor jump to the second floor of a building, reach through a window, pull some poor sap out, stab him around a bit, and drop him to the floor? Or maybe a termi reach right through a wall and pull some guy/monster out and procede to introduce him/it to a power weapon? Warp Spiders warp in, grab someone, warp out over the air, drop them, repeat. It can be done. It would be cool. But it isn't gona happen.
For them to do that they would need correctly scaled buildings and a new level of pathing that would go far past what any RTS has done before. For them to do that they would need to cut back on the flash and fancy graphics they are putting into the game. As much as I would LOVE for a game company to have features over graphics its not happening. Game companys today depend on hype to sell their games. They seem to not understand any other way. So all their games are built on graphics and how many game review magazines they can buy/bully into giving kissing their feet and prasing their game as the second coming of Christ.
So until gameplay is more important than flash and hype, garrisons will not be pulled off well in a game. Every graphics update makes it harder and harder to implement features as they have to be on par with the rest of the game. New things rearly come off well the first times they are tried. CC has been in RTSs for a long long time. It took DoW to pull it off well (and it still needs work to stop dancing.)
|#22 - Posted by: Colonists (Member) on 06-02-2008 at 21:06|
I only want good Ground Battles.
better melee and shooting animation.......well....thats all i can think of lol
oh, and make the space marines more powerful(rely VERY much LESS on their heavy weapons but cost more pop to compensate that..
in DOW 1, the marines are strong, no doubt. Somehow, their reliance on the weapon upgrades(heavy weapons) for the SM squad is their greatest strength and also their greatest weakness.........
Look at other races they have 'specialised' squads which deal both high range and melee damage. IMO Chaos has better range damage compared with SM
I know...the Space Marines are "jack of all trades but master of none" in the game.....but it makes me sick having to see the always-been-said super soldiers CAN get slaughtered pretty easily if a player deals with the in a correct way
In short, just make the marines feel right.....really strong but fewer in numbers
|#23 - Proper shooting paramaters - Posted by: NIGHT_BOB (Member) on 06-03-2008 at 00:49|
I dont know how the community feels bout this but i think that it would be benificial if the shooting rules were corrected, as in unable to shoot thro buildings.
Many times in battles u can kill loads of orks by simply hiding round a corner/ building.
|#24 - Posted by: brothersurplice (Member) on 06-03-2008 at 08:52|
well really id like to see all of them, but id like to see space combat the most
|#25 - NON SHOOTY THROUGH ABLE BULIDINGS!! - Posted by: GeorgeRox26 (Member) on 06-03-2008 at 10:02|
would be nice
as would untis taking cover automaticaly
and i already know there will be no build able thigs and there wont be a larger squad cap, it was in that articile in the danish magazine
|#26 - Posted by: Redemption11 (Member) on 06-03-2008 at 10:12|
honestly I know what I would like to see. but it would be an almost complete overhaul of the DoW series -
I want to see a galaxy of multiple planets, where each planet has multiple (but not seperated by "attack moves", the entire planet is assailable all in the one shit with many races defending their own section of the planet). Planets can be attacked by spaceship weaponary but by sending ground troops down you can take ancient relics, excavate dig sites for them, harbour the planets -fully expendable- resources for your war machine. I want enemies rising and falling in real time, creating fortresses and consuming the resources of other planets. THe races would have fleets of ships that could engage one another in space as well as firing onto planets. Ground torops could be sent FROM spaceships to gain a foothold in a planet where from their they could either establish a base on the planet, recon enemy positions or the location of important relics/artifacts. Total victory can only be achieved when all the enemys fleet is destroyed,thier fortresses razed and their production capabilities destroyed, likewise goes for defeat.
as I said, a total overhaul and would be diffucult and time consuming to do but have the feeling people would love it.
|#27 - Posted by: relicholyfire (Member) on 06-03-2008 at 11:51|
I'd like to see fully destructable terrain and not as it is now. I mean proper fully destructable. Make it so you could even blast your way through a hill with enough time and explosives. Artillery creating deep craters and making the ground so bad sometimes that vehicle struggle to cross. Make it so the terrain plays a bigger part rather than just being cover/negative cover.
|#28 - Posted by: BloodDevil1234 (Member) on 06-04-2008 at 03:25|
space combat would be cool:rock:,now its only on planets:confused:
|#29 - Posted by: The_Maticore (Member) on 06-04-2008 at 08:07|
Space combat would be good but maybe make it a seperate part of the game, like in SW:Battlefront.
Bring in Tyranids and the Death Korps of Kreig. and maybe with the super heavy tanks, give them customisable turrets so you can have any tank you want?
@#5 - What do you have against the Imperial Guard and not making a mess?
|#30 - Posted by: HappyMrAdrian (Member) on 06-04-2008 at 08:24|
Larger population cap - Maybe not Space Marines, or Chaos SM but I'm pretty sure an Imperial Guard REGIMENT should have more than 100 soldiers. Also WAAAAGHs kinda suck with only 50 orks.
Also i'd like to see the same missle launcher that just blasted apart a Predator tank rip through infantry as well, not just knock it down.
Pathfinding would be the last area relic need to work on, for obvious reasons. Voice acting is pretty damn good (except for Soulstorm), sounds effects need a little tweaking here and there, persistent bodies should include vehicles.
Last but not least - turrets that don't suck.
I read somewhere that base building is out, and that building are already going to be garrisonable but I'm not 100% sure about the sources.
|#31 - The Ground/Space combat - Posted by: TerraMarine (Member) on 06-04-2008 at 09:10|
It could work, they could have a version of what Star Wars Empire at war has, they combined space and land pretty well
and we could have a real galatic conquest, were space forces jump in, destroy all orbital resistance then either bombard the ground level to reduce defenders, and then send in forces, which would maybe play out like a skrimsh game, witht he ability to call down orbital bombardments regardless of the race, and then capture the terorty and either advance over ground, to repeat the former porcess :D
|#32 - Posted by: Lanf (Member) on 06-04-2008 at 10:43|
Needs more red paint.
|#33 - ... - Posted by: madatme66 (Member) on 06-04-2008 at 13:21|
it will take about 38 seconds for one of our many talented modders to come out with the DOW2 cap increase mod so I dont want them to waste their time on that...
i would actually like to see the weapons do more realistic damage...having my space marines stand off against eldar while i pelt them with 30 mm rounds and watching as it takes several shots for them to die is a bit much. grenades should be more powerful and we should see parts flying a la COH. this is a minor adjustment (and a mod has been made that is kind of like this).
i think having units holed up in buildings would be great - again, like COH. i would also like to see less of the cloakable units. there is little else more frustrating than having "invisible" units standing around depleting my forces while i rush to make a skull probe so i can see em. i think they should have that as an option.
and...i agree with what someone said above...being able to choose unit formation would be pretty bad ass...
|#34 - Agaunst Space and Ground Combat! - Posted by: KsDClanCom (Member) on 06-04-2008 at 13:36|
It simply would destroy Dawn of war!
Furthermore space Combat is a Part of , Spacefleet Gothic, not of Warhammer 40k! Waahh my English is too bad to translate it :D !
My wishes for DOW 2:
- Bigger Maps
- ALL Units from the Tabletop Game! Especially for the Eldar! Phantom Droids
- Walls for better defense
- The Adeptus titanicus would be nice (if you understand me ); )
- A Co-Op Mode for the campaign. Something like the SS campaign would be gr8 for this
- Lager Unit Cap for Bigger Battles, or Better a CHANGEABLE Unit Cap
- squad formation select (Good Ideas #17 :p )
- ROTATABLE BUILDINGS! A MUST HAVE for DOW 2!
- Maybe some Heroes from the W40k Universe Like commissar Gaunt or Captain Star OR ELDRAD ULTHRAN or Maugan Ra, Fuegan, Karandras, Baharroth, Asurmen and Jain Zar.
|#35 - Posted by: cHaOsRuLeZ (Member) on 06-04-2008 at 14:46|
if dey had space battles wount they like have 2 make hole new units? watz bout temz orkz wats there shpz made uv?wood and paper mashae (howeva uz spel ieet cuz as u can see i am nut un awseme spellor):borg::mepimp::donut:
|#36 - keep close to Warhammer 40,000 - Posted by: chaoslordx13 (Member) on 06-04-2008 at 20:30|
i agree with everyone saying that all these factors wont really help.
If any of these things are added to the game well then great! if not then ohh well another game that got screwed over.
they should keep it as close the the fluff as they can while still making it balanced.
im a serious tt player and i feel that the expansions started to spread a little to far from the fluff, for example in ss, the imp bomber is fairly weak while in the tt version its a super heavy flyer, which means thats its basically a baneblade.
i say, more blood, better graphics, BETTER PATH FINDING ^^(tired of my marines running in different direction to get in one place) get rid of the bugs (as many as they can) and keep it close to the Main story. (and a good campaign similar to the first one)
ohh.... and it needs to have Capitan Angelos (hope i dint spell it wrong) ^^
|#37 - one more thing - Posted by: chaoslordx13 (Member) on 06-04-2008 at 20:31|
They main reason i love dow over other rts games is because of the small squad caps.
i hate large caps like in empire earth.
|#38 - Posted by: chaoslordx13 (Member) on 06-04-2008 at 20:36|
to number 33.
gernades in the tt suck, there used to ignore cover and disrupt so there really set in the game, melta bombs and such could be stronger thought.
plz dont flame me guys just putting up what i think ^^
|#39 - Posted by: TDATL (Member) on 06-04-2008 at 20:38|
"Pathfinding would be the last area relic need to work on, for obvious reasons"
FIrstly, please state your reasons. It may be obvious to you why pathfinding should be the last area that needs work but is sure as heck isn't obvious to me.
It would be the first area they need to work on. I fail to see how anything as far as balance or cap size preferances can be more important than actualy being able to control your units. In a game where unit placement and coordination are a large part of the game. The units being able to actually go where you tell them to, when you tell them to, is almost the most important part of the game. Its the most important part of games in general. Would it be okay if in an FPS there was a 2 second lag between when you pulled the trigger and the gun shot (yes I know this was fixed back in WA,) or if you tried to run to help one of your teammates only the have the game descide it didn't want you to move in that direction for a minute or two?
Mods can make larger pop sizes (and they will reguardless of size.) Mods can change weapon damages (and they will reguardless of the damages.) Mods can add "space combat" (BFG mod has been plugging along.) I have yet to see any mods that fix core problems in a game like pathfinding beyond covering it up. Fixing this had better be on relics #1 to do list. When playing a game comes second to anything else in a game there is a problem somewhere.
|#40 - Posted by: woody2 (Member) on 06-05-2008 at 07:36|
lol @ 17, is he stupid or just blithely enthusiastic about impossibilities?
|#41 - Posted by: Lloydlicious (Member) on 06-05-2008 at 08:47|
More men must suffer us to live.
1000 unit limits would arouse me like none other.
(Option to create cap would be nice 20-10000000) XD
|#42 - I'm sorry - Posted by: Zealot2021 (Member) on 06-05-2008 at 13:45|
If i wanted space and ground combat, i would play star wars EAW. But no, i want good visceral in depth melee and ranged combat on ground. :cool:
Holding up in buildings is all good, but i want really great physics and dynamics to the fight, i.e. marines, troops, ect will take cover in rubble, sprint across spaces to other cover, and when fleeing units are caught from behind, they are almost immidiatly taken out (you better be damn good at dancing). likewise, i want to see physics in grenade and other damages, watch rubble eventually collapse as the fighting intensifies, and certain vehicals be able to plow through rubble with infantry taking shelter behind the newly made moving cover. Thats a big thing, where units have to be in line of sight to a unit before being able to fire, none of this weaponry firing through walls, ect ect. :mepimp:
but yea, my opinion. and make sure the units are well sized like they should be, not tiny. which is what would happen if they expanded the air fighting (god i hope they dont). :borg:
|#43 - Posted by: TDATL (Member) on 06-05-2008 at 14:41|
+1 to absolutely everything #42 (Zealot2021 at time of post) said.
|#44 - Posted by: Zealot2021 (Member) on 06-05-2008 at 15:33|
In case no one understood it, i meant that the tanks and other units pushing through would function as cover provided a unit stands near it, and not in front of incoming fire.
|#45 - LOS - Posted by: Bobski (Member) on 06-05-2008 at 18:53|
Line of sight!!! I want to not be able to shoot thourgh stuff. also I think the units useing cover would be cool, like useing sand bags or desstroyed veicale or maybe even still working ones
|#46 - Posted by: Zealot2021 (Member) on 06-05-2008 at 19:56|
well bob, coulda just QUOTED me :D
lol, im half joking. :rock:
|#47 - Posted by: Zealot2021 (Member) on 06-05-2008 at 19:58|
and... jezuz #17 got some heart, but a little low on the logic level. i think its pretty much impossible to get a game of that magnitude done in the next couple decades, let alone years.
|#48 - Posted by: ironsonhunters (Member) on 06-05-2008 at 21:09|
all of the races units + proper unit cap normal powered units (guards men to strong)
randomised skins etc
|#49 - Posted by: woody2 (Member) on 06-06-2008 at 08:07|
Well we know building occupying is in, we know larger pop caps is out and it's an RTS of course there is going to be ground combat.
|#50 - :) - Posted by: Zealot2021 (Member) on 06-06-2008 at 08:58|
Gee, RTS is a pretty big "word". I dont think it means only ground combat :D
I dont have to give examples :borg:
i could go for the random skins, at least in the case of orks and chaos. Course, i would settle with taking off the shiney-ness of the orks that i see on the miniscule amount of screenies available. :)
|#51 - Posted by: CaptainArdias303 (Member) on 06-06-2008 at 18:55|
First off, i'd like to echo what people have been saying about line of sight - it needs to be in there!
As for what else i want in the next game - nothingthat would distract from the original DoW concept which was short range, brutal firefights ending with some nice hand to hand combat.
If buildings were implemented then id rather see them as an extension of the cover system rather than something you click on and your guys walk into. For example, say we have a bombed out building with no roof and a few crumbling walls and your troops have finished their movement inside this building. Because they have finished within the building they use the walls as cover and the windows as firng ports, gaining advantages in defence and firepower - true LoS would help this. But unlike other games where you had to destroy the building to get to the troops (because when they were captured they became almost like an enemy structure that had to be destroyed), you ignore the building altogether as it is just part of the terrian. You can waltz into the building with CQB specialists, and directly target the occupiers (as you can actually see them and click on them as they havent become one with the building). It plays out pretty much like the TT way of garrisoning a building really - which is just sticking models in a peice of terrain whichcan then be targeted directly and seperate from the building. This could be expanded to in a way that when tank shells etc hit the cover, the bonus it gives degrades as it takes more hits (destructable terrrain anyone?).
|#52 - Posted by: Zealot2021 (Member) on 06-06-2008 at 23:49|
Yea, destructable terrain was mention by your truely :)
I agree to the whole garrison idea, thats why the "real" physics should be implemented, units sprinting from cover to cover at times, rampaging through holes in the walls to come to grips with the enemy in brutal warfare; i.e. 10 marines standing off against a large (30+ mass) of orks, holed up in a building, orks plow in, and the spacemarines chew threw them with bolter and chainsword, attempting to stem the tide while the sergent raises the banner for a moral boost, ect ect. in one single combat encursion during the fight.
Should be epic, without the "epic" spam unit amounts.
|#53 - Posted by: Zealot2021 (Member) on 06-06-2008 at 23:59|
and NO AIR UNITS! :r
|#54 - Posted by: Sentinel005 (Member) on 06-07-2008 at 04:49|
Better path finding is all I want. If they give us the original Dawn of War with improved graphics and and better pathing I'd be delighted.
|#55 - Posted by: CaptainArdias303 (Member) on 06-07-2008 at 11:07|
@ Sentinel005 - Seconded for truth!
Shiney new concepts is not what DoW needs. Relic just need to get back to the core of the game concepts and mechanics and improve on them.
|#56 - Posted by: relicholyfire (Member) on 06-08-2008 at 08:15|
Line of site and base cover on that. If you are behind a wall you can't be shot. If there a few rocks on the ground they will provide a bit of cover. A building with a wall to hide behind will only allow the person to be shot when they come out to shoot. I also want units to shoot round walls etc. Cover is decided by if the projectile can physically hit the other target. That would make the game much more fun. I agree the buildings should function as an extension to cover. they wouldn't affect close combat and CC units could just run into the building to clear it but would help in firefights by providing great cover. I was also thinking of having a viewing system where you can only see what you would be able to see normally if you were that unit. EG a soldier in a street lined with buildings could only see up and down the street. he could not see anything round the corners or behind buildings. I think that would help give the game a new tactical sense.
|#57 - Advanced Army creator - Posted by: piemanblake (Member) on 06-08-2008 at 09:06|
i would like to see an army painter on roids.
More banner options and skins.
but most of all, having your base units model changed.
like when you are making an army, you choose the race and the base model.
you choose imperial guard, and the base models are either a cadian guard, a Trench coat like guard (krieg or Armageddon) or a stealthy guard exc.
all it does is change the look of the army without changing the stats.
i figure it would not be hard to do...
|#58 - Posted by: Zealot2021 (Member) on 06-08-2008 at 11:47|
It is relic we are talking about. :) they'll have some glitch where stealthy guard have ALL stealth units and Vehicals lawl.
|#59 - Posted by: TDATL (Member) on 06-08-2008 at 17:47|
nah, not a glitch. that will be a 'feature' like with DC.
|#60 - I think these would be tops - Posted by: ActionJackson0011 (Member) on 06-08-2008 at 21:02|
Be cool 2 have building garrsions like in Ground Control and Company of heroes.
Be cool 2 have the races more accurate (eg Marines as they should be... SUPER)
Be cool 2 have destructable environments.
Be cool 2 have some new units for ALL races (even if they arent actually in WH so like a Tau Assassin or something creative like that but not goin 2 far)
Be cool 2 have specialised units to do what they r supposed 2 do best. (like marine scouts actually being good snipers when upgraded)
Be cool 2 have air units.
Be cool 2 have units that are great against some but bad against others (like tanks mashing infantry but gettin owned by rockets and bombs rather than bein super units all the time or kruddy all the time)
Be cool 2 have......................................:donut: and :beer:
|#61 - Posted by: HappyMrAdrian (Member) on 06-09-2008 at 02:49|
#39 - TDATL
I worded that poorly, I meant that, in my opinion, relic should fix 3 major issues and since I only said pathfinding 3rd I put 'lastly'. Having units run in the opposite direction you told them to go has irritated me tremendously, and watching as my tank column refused to budge because a cultist was left behind by his squad in front of the lead vehicle almost made me put a fist through the screen in frustration.
As for holding up in buildings and largely destructible environments, several previews (gamespot, IGN etc) have confirmed that these will be implemented.
|#62 - Posted by: Jarok (Member) on 06-09-2008 at 06:56|
The game should be like this:
Before you arrive in a star sytem with your (first) small flagship (max. cruiser) you can create your character (Commander) (should be possible - there are so much examples that it is possible!). With only basic troops and basic buildings (e.g. SM-> Barracks, SM, Scouts and Servitors) you go on to make your first challenge like conquer, take and hold, raiding (some specific things - e.g. experimental technologies, relics, weapons, DNA-samples aso. - it's definatly possible!). After a few missions and/or conquers you and your force are getting better and bigger - with no really limit. Your Commander should gain experience like in a RPG but without so much attribute/item managment.
It's should also be possible to make big Spacefleet-Battles, Ground Battles and also Single Commander Missions. It should - take a look at some SW games (although they're strictly linear).
All in all it should be a game that will be interesting also for players of RPGs, Ego-Shooters AND strategists.
But forget it - as long as you pay only once for a game you can't think you get support like in WoW. But otherwise - I would pay in WoW-dimensions for a good game.
|#63 - Posted by: MalcadorTheSigilite676 (Member) on 06-09-2008 at 15:58|
i want to see trenches. i think a bunch of Imps holed up in a trench facing off against a whole load of orks would friggin cool.
|#64 - Posted by: Zealot2021 (Member) on 06-09-2008 at 18:39|
unit mass is a negatory in my book.
most races dont do things in mass (except for 3, nids, orks, and Ig). i dont know of any other.
hence, i hope their multi doesnt allow that, cause it defeats the purpose of DOW II being even more revolutionary.
create-a-character. interesting, but i just dont think its feasible, i mean, hell, on DOW you can barely have player made badges/banners without experiencing lag. but i digress.
Tau Assassin. ROFL! :rolleyes: But i could go for a techmarine. give the tau some sniper drones or whatever. (i dont much care for tau, though they have their nitch in w40k.
and thank god their will be NO air units :rock:
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