View Full Version : Suggestion Box Mk II
With the expansion officially confirmed, a lot of you people seem to want to suggest stuff that you feel should be in it. Since the old suggestion box (find it here (http://forums.relicnews.com/showthread.php?t=42648)) has almost 600 posts by now, and nobody can be expected to go through all of them, we'll start with a fresh, new, clean box.
What the heck is this?
This is the Suggestion Box Mk II. You can drop off any suggestions you have for the game here.
Will my suggestions make it into the game?
You have to realize that since the expansion is going to be released this fall, and still has to go through balance-testing and QA, it is probably already quite advanced at this point. Obviously there is no guarantee that your suggestions will be implemented in any way, but the developers do read these threads and might consider it. There is also the possibility (note that it says "possibility", not "it will happen") of further expansions or maybe even another Dawn of War.
Any rules?
Yep. This is a suggestion box, not a discussion box. That means you do not comment your predecessor's suggestions. Think of it as a little black box with a slot on the top where you drop off your suggestion on a piece of paper.
Other than that, the usual rules apply - keep it civil, and legible. "omfg nukez wud rule can u put them in plz kthx" type of posts will be shot at sight.
Also please don't use this place to vent your frustration. Remember the title, "suggestion box", not "rant box".
That's it folks, you may start suggesting stuff now.
The old suggestion box will not be deleted. It is merely unstuck now and therefore no longer appears on the top of the forum. You can still look at it by clicking here (http://forums.relicnews.com/showthread.php?t=42648).
hormiga
17th Feb 05, 10:59 AM
Problem#1: Having to hit "TAB f TAB f TAB f" to set a whole squad to fleet foot.
Suggestion#1: make an "ALT f" command that applies it to the whole group. (this could be for grenades too or anyother unit special) ALSO it would be nice to have this for reinforcements so you dont have to go through every squad.
My Summary of other peoples suggestions suggestions (some are hard to sum up):
I AM JUST SUMMING UP!!! So try to be concise in your description, I am not repeating things, maybe people are saying things people have already suggested. Remember if this is in a semi readable form the developers might actually look at this.
#2 Weapon upgrades for Assault Marines - Scientist
#3 Auto rally for marine squads (to cut down micro) -Drachen
#4 Loading screens with race info /history of choosen race -hybris
#5 Improved online lobby, friend list, more visible player level - morbus
#6 box says "expansion pack" not "expansion set" (?) -aron
#7 Firedragons, wraithguard, HQ choices for eldar -testthewest
#8 ability to name commanders -aron
#9 different patterns for the same army on the field (?) -hanger-8
#10 give chaos blood letters and chaos havoc squads (?) -dazmaru
#11 add more units more abilities (too much to sum up) -snrjefe
#12 different campaign for each race (we all want that!) -das_omen
#13 ability to rewind battle replays -fable
#14 ingame download function to get maps ingame (ala Warcraft 3 and UT2k4)- drachen
#15 subarmies ala C&C: generals: zero hour
better army painter (show more units when painting)
more skirmish options
more intro movies
more models
-tyconius
#16 bikes, titans, vehicle varients, more vehicles, chapter specific units -ferretarmour
#17 remove recoil of leman russ -master azreal
#18 fix CD check problems -hanger 8
#19 more modding tools
more multiplayer options
many other ideas (too much to sum up)
-the blind
#20 autocast for nades,rally, warcry, etc...(ala WC3)
auto repair for builders (YES PLEASE!)
-severjin
#21 diferent banner models (96x64 or 64x96)-grendizer
#22 movement waypoints,
balance eldar turrets
ability to paint command (unique) units
-CommisarYarrik
#23 Destructable terrain
Tanks able to run things over
-professor fate
#24 Ability to control ally's units if they drop (ala WC3)
-LoPhatt
#25 ability to zoom out further
highlight target/destination of selected units
exploding cultists
buffer artillery
more blood F/X
-950RAV
#26 air units and other ideas (too much to sum up)
-hate me
#27 up flamer damage
-spike
#28 more units = cap or uncap points faster
-the blind
I think I am going to stop here because comments are popping up and people are making complex requests that are hard to sum up
The_Scientist
17th Feb 05, 11:01 AM
Hmm, beefing up Sm's melee capability may be questionable, but seeing weapon upgrades for ASM's might be cool, tier 3 power axes or something just so you don't have the silly serg looking cool, whilst the rest are the weak ASMs in tier 3 we know them to be.
I don't care if you scrap them, but having units like the rhino and landraiders that aren't even used is a pity. Maybe switch the landraider to a crusader variant, with visible anti-inf weapons, as opposed to the deceiving lascannons that actually are meant to fight heavy inf? Just a thought. Thx for the 2nd box btw moe, the 1st is was just too overbearing :)
Drachenfels
17th Feb 05, 11:15 AM
Lessen the micro-managing a little bit by making the sergeants auto-rally their troops after being broken.
hybris
17th Feb 05, 11:42 AM
An in game cut scene introduction for each race, to introduce the player into the right mood and brief history of that race.
1. Some short history recap
2. Run through of the race special units and weapons.
That, I think, would add a whole lot to the overall atmosphere of the game.
Morbus Kitahara
17th Feb 05, 11:52 AM
Please give us a decent online lobby with an included friendslist and a possibility to see what the level of your opponents are.
Aron_DeTomado
17th Feb 05, 11:55 AM
What can I say?
As long as the box that contains the expansion CDs says "Expansion pack" and not "Expansion set" I'm happy.
testthewest
17th Feb 05, 11:56 AM
As I play Eldar mainly I comment only for them:
I would like to see Fire Dragons, Wraithguards and another HQ Choice.
I would be great if you could choose between different heros at the start of the game, i.e. a FC or a Chaplain.
edit: And please rename the Falcon into Serpent, because it´s the Eldar Transportvehicle, and a seldom chance to give something to the fluff-fraction without changing the balance.
Aron_DeTomado
17th Feb 05, 11:59 AM
O, o! I just remembered something! If you could name your commanders it would be awesome!
Hehe, I'd name mine "Charlie the Chaplain" hehe....
hangar-8
17th Feb 05, 12:03 PM
Enable the ability to choose the pattern file for your army in the army painter, and allow more than one pattern to be fielded at any one time (e.g. separage pattern for 2 SM armies on the same field of battle).
DazMaru
17th Feb 05, 12:09 PM
I have to suggest sumething intresting for chaos, to make it a bit different from SM.
First is to togle rocket launcers from the upgrade weapont of csm and to add a t2 squad: the Chaos Havoc upgradable with missiles, las can or auto cannon.
The second is to give chaos the Bloodletters, strong mele deamons, so chaos will have a nice tankinkig unit and a better daemon look!
snrjefe
17th Feb 05, 12:16 PM
For Eldar: Swooping Hawks, Fire Dragons (or missle launchers for Dark Reapers), wave serpents, Phoenix Lords, wraithguard, free infiltration for rangers
For SMs: Chaplains, Bikes, Techmarine instead of Servitor, multi-melta upgrade for Land Speeder, crusader variant of Land Raider, storm bolter or frag grenades on (or upgrade for) Rhinos
For Chaos: If they stick with Khorne, give us more lesser daemons, bloodletter, hell hounds, Kharn the Betrayer. Preferred would be three other major powers of Chaos, Tzeentch first, then either Slanneesh or Nurgle and their minor minions, Chaos Spawn, Chaos Dreadnought, bikes, Possession power for sorceror that allows conscription of enemy unit with broken morale.
For Orks: War Bikes/buggies, weird-boyz (I don't know if these are in TT anymore, but they were when I played and they were fun), lobbas, proper Ork dreadnoughts, any vehicle defeated in CC becomes looted?
For gameplay: Better LOS, tank overrun attacks (limited distance, faster move, friends or foes either get smashed (low HP) or pushed aside, heavy weapons must set up again), night and weather settings, no flamer fire, grenades or other AoE weapons into CC without affecting both sides
Das_Omen
17th Feb 05, 12:35 PM
A seperate campaign for each race would be nice
Fable
17th Feb 05, 1:04 PM
The ability to rewind recorded games. Occasionally I view my recorded games and see something I'd like to take a screen shot of but hit the pause button too late and have to exit and reload to get to that battle again and hope I get the timing right. A slowmotion rewind would help greatly.
The only other things I would suggest is the addition of Striking Scorpions to the Eldar. I would like to see Howling banshees be more of a heavy infantry hard counter (CSM, SM) rather than an all around early hand to hand unit forcing Eldar players to rely on Guardians more early game against a random opponent shaking up Build Orders before they can build hard counters (using Striking Scorpions who would be better at hand to hand against light infantry) which could also allow for some toning down of Warp Spiders a tad against light infantry, allowing them to work in conjunction like HB and DR work together. As for Chaos, Nurgle still has no representation in game, maybe some Plaguebearers. For Space Marines.... the Vindicator. For Orks.... A Battlewagon!
Drachenfels
17th Feb 05, 1:08 PM
Add an ingame-download function for maps and mods, just like ut2k4 has - when you connect to a game, the host uploads his mod files/maps to you, and if you don't want them, you can delete them.
Tyconius
17th Feb 05, 1:30 PM
Maybe the introduction of subarmies, like in Generals:Zero Hour
When starting the game, the HQ should let you pick one of four race specific subarmies e.g. choosing a certain chaos god.
Adding new units in function of the subarmies could give more depth to the races.
I know that this isn't realistic, but what the heck, atleast I can try :)
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More armypainter options:
- You should be able to see more units in armypainter
- More paintable bodyparts
- As said before, naming your hero's could be sweet.
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Maybe a skirmish option named tabletop simulation?
- Units selectable from a list
- Units have points and a point limit can be set
- Players start without a base but with the selected units.
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Give the people what they want! More of that intromovie stuff. Combing movies with fluff perhaps? Giving a brief description of the races?....
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As several mods are being made for tau, necron, dark eldar & nids, adding like one or 2 of these units in single player (like they did for the IG).
C'mon, making several more models(atleast 4, one for each missing race) shoudn't be that hard, especially when just confronted with as enemies. Could solve the problem for certain missing race speeches e.g. when playing sm against dark eldar " The pirates are attacking". Ease the burden for the modders a bit.
Ferretarmour
17th Feb 05, 1:33 PM
Bikes implemented well
'Chapter' specific guard: Cadians, Valhallans, PRAETORIANS! ;)
Friends list
IG get garrisonable bunkers instead of turrets
Lots of kill animations
A titan :)
Customizable commanders
Chimera
Ogryns
Russ variants
Sentinels
Rough Riders :argh:
T3h SQATS!!!! :jk:
More of the same!
Master Azrael
17th Feb 05, 1:33 PM
suggestion #1
Take away the ridiculous recoil from the leman russ. It's riduculous to see a 60 ton tank take a blackflip after firing it's main gun
hangar-8
17th Feb 05, 1:41 PM
Another idea... can you do something with the CD check? If removing it is not an option, can we get DoW to run from any of the game discs? My disc 1 is beginning to show some wear. For games that require the CD in the drive I usually like to burn a copy of the required disc and shelve the original, and have discovered that's not an option available to me.
theBlind
17th Feb 05, 1:46 PM
Neat stuff
-interactive abilities (first one to be a psychic hood)
Modding stuff
-API release so we can make our own in-game menues
-full release of all models and animations for modders (maybe only through RDN?)
-modifiers that can be defined through scar, not needing hardcode support.
-support for multiple leaders, troopers and attachments per squad
Multiplayer
-Test utility to test framerates in an 1vs1, 2vs2, 3vs3 environment. Players not allowed to set settings that would lower their framerates below 10 FPS in the specific environment so they don't lag out other players in multiplayer matches.
If 10 FPS can not be achieved, player should have to set minimum settings.
-change annihilation for team matches so that it only kills a player when all buildings from the team are destroyed. So if he(she still has an army, the player can fight on)
-make annihilation and take and hold into an always on standart winning condition
-disallow building in close proximity to critical points
Ideas:
-make the "Stop" button into a "Stop - don't do this again" button
Each unit remebers the current action it takes.
If this is one of
-engage in CC while set to ranged stance
-give chase to engage unit
-shoot at unit
-engage unit in CC
the unit should, for say 5 seconds not repeat the action on the same unit.
So for the forst two, it should stop chasing the enemy and hold position, while for the latter two it should select a new target (by the target priority list)
Units should remember all units they are disallowed to chase for the duration of the disallowing - so they don't switch between chasing unit A and unit B.
This, togeter with fixing the stand ground command would have me fighting so much less against my own units and all the more against the enemy.
-new stance that disallows attacking buildings unless specifically ordered to - to keep for example snipers from wasting their shots.
-for long range pathfinding (anything longer than 2,5 screens widths) have known enemy defensive buildings the pathfinding routines think that this is a much longer way, so they take another route around the enemy positions.
severijn
17th Feb 05, 2:17 PM
One of the things I miss in this game as it is now are:
1)When you hand out a few waypoints to, let us say, your bonesingers. They have to build a turret here, repair a prism tank there and finally move away from the main fight. You suddenly deselect him and go give some commands to your main army, but then, you forgot whereto you would send your bonesinger all the sudden, so, it would be ideal if you can see the waypoints given to a specific unit when you select him.
2)Autocast modi for abilities like grenades, rally, warcry, embolden, chaos sorcerers spells and so on to take away unnecessary micro.
3)An auto-repair modus for builders to take away that unnecessary micro, but so that it will not run into the fray to repair a turret being heavily sieged.
grendizer
17th Feb 05, 2:23 PM
Give different banners models to choose for each army, so you can use 96x64 instead of 64x96.
CommisarYarrick
17th Feb 05, 2:47 PM
-I'd like to see waypoints period, not just for specific actions performed but how you'd want a squad to move through certain terrain ahead of time so you can focus on other things.
-Decrease d-cannon damage vs infantry and increase scattercannon(?) damage vs infantry, not by a whole lot, just something that would make it useful.
-Ability to paint primary and secondary commanders different colors than the rest of your army. You wouldn't have to, just something you could do to customize your army even more. Add more units to preview in army painter as well as what they would look like with upgrades.
ProfessorFate
17th Feb 05, 3:30 PM
1. Sort out the collision boxes on units so they're not so big. Sometimes you can't move a unit somewhere even though there's plenty of room. Baneblades will suck if their collision box is enormous.
2. I wanna run things over. Squish orks under my tracks if they're stuck in the way.
3. Keeper of Secrets. Slaanesh chaos army.
4. New race. Imperial Guard don't count i've already played them in every other sci-fi rts ever made. They're too familiar. Take advantage of the diverse races available dammit! :Slap:
5. Requisition points should show how much requisition they have left, like gold mines in warcraft.
6. Rather than having little rounds things stuck all over the map as requisition points, use buildings and bunkers and strategic locations as requisition points so its seamless. Then you can put units in a building to capture it, reinforce it etc. Put guns on it.
7. I want to customize the look of my special units so my commander doesn't look the same as my enemy's commander. I wanna give him dreads etc. Chaos lord needs big hair. Basically more customisation in army painter.
8. Noise marines. Multimeltas. Cyclone terminators. Lightning claws. :smash:
9. Titans. Be able to zoom out more to get a sense of scale for the really big units.
10. Destructable terrain elements.
LoPhatt
17th Feb 05, 4:00 PM
1.We need a better lobby system that can actually works
2.We need a auto-download.So when every time someone joins a game and dont have the map they can automaticly download the
map from there.Dont need to go through all that work extracting and etc...
3.Choas needs more units to make different tactics than just possessed every single game.The units I was thinking relic should put in is more deamons like blood letters or nurgle or Mutants even,NEED Choas Dreadnoughts,and Choas Terminators
4.Space Marines should have a couple more things not a whole lot because they already have enough they should have bikes,couple more different guns-Plasma Cannons,
Melta-guns,Lascannons,Terminators should have Lighting Claws.Also SM should have Chaplains.Also Add a Land Raider Crusader too
5.When a Dreadnought dies he should blow up just like in the intro movie and tanks to when they get hit by certain weapons like a missle.
6.Ork Nobs need power armour just like in TT and they also need a looted basilisk,and have ork grots make cannons so they can be a weapon also and zap guns
7.If a Player drops or just up and leaves in a middle of the game.Let the remaining players take over his units or race.So they might have a better chance to win.Like what they did WC3.If a player drops you can take over his race.
8.Have the Choas choose one out of Four Different deamons -Like he can choose a bloodthirster,Great Unclean one,Lord of Change,Keeper of Secrets
950Rav
17th Feb 05, 4:27 PM
-I'd like the ability to zoom further out.
-When I select a squad or vehicle that is in combat, their current target(s) become highlighted
-Repair speed upgrade for builders. I usually skip repairs because its faster to build a new unit
-Allow Chaos Cultists to explode on the battlefield. This is a befitting ability for them, and may make them useful past the initial point capping. Explode does damage and throw proportional to the size and strength of the squad with a very low radius. Also a decent way to address Chaos problems, and makes Cultists a genuine threat. Cultist detonate rush would remain unviable if the damage remains low vs Buildings. Might be a researchable upgrade that requires Armory but not Tier2.
- At least 1 vehicle for Chaos that is 2 squad cap and has a gun. The vehicle selection for Chaos is effectively 2 since Rhinos aren't useful by the time you hit tier 2.
- Make Rhinos available, without smoke grenade options, from the HQ in Tier 1. This can work and might even make them desirable.
- Artillery should do more damage on direct hits, especially to buildings.
- Leman Russ tank should either have much better accuracy or a much longer range.
- The blood FX with the warpspider shots are great, wondering why no other guns get them and why WS gets so much of it?
Demonhorde
17th Feb 05, 4:28 PM
Just fix so the units work like the yshould from day one thats enuff for me :)
oh and auto download map online would be good, aswell as the possibilityto play mods online.
hate_me
17th Feb 05, 5:15 PM
My Suggestions:
For Imperial Guard
*Leave out roughriders, fast shock troops wont suit this game.
*dont waste ogryns, give them some ability beyond shooting, maybe demolition charges like some of the catachan units use.
*commissars are an absolute must.
*an airstrike by valkieries or some other imperial air vehicle would be a cool special attack.
*mortar teams are also a must.
Expanding other races
*Space Marines: Meltagun lanspeeder upgrades, they just dont pack enough punch as they are, another tank, maybe the vindicator, and place a limit on dreadnaughts so a more varied selection of vehicles are used.
*Eldar: Fire dragons, i do not like grav platforms, a anti-tank troop type would be much better. Or possibly wraithguard, but not both or they will be overpowered.
*Chaos: I would like an upgrade where the basic chaos squads can become either khorne bezerkers or plague marines. This would add a bit of new flavour to the race.
*Orks: Maybe a deathkopter squad, and i would like an upgrade to make the trakks into the cool flamethrower trakks.
Other stuff
*Lots of maps, particularly some that are not just 4 or 6 bases around a relic in the middle. A bit more variety, such as a map with lots of bridges, and better use of higher ground in some maps.
Spike
17th Feb 05, 5:16 PM
Increase the amount of damage flamethrowers do to a point where they become viable as a killing tool. At the moment they aren't used much past the first few minutes.
theBlind
17th Feb 05, 5:36 PM
-Change the current capping system so that not a single squad caps a points but all squads in the area - and uncap somewhat faster. So once territory is effectively under one players troops control, that player should get the income.
-Let captured points give the capturing player a small one-time bonus, say 100 req. Have that bonus increase by 50% each time a point changes hands during a (say) 4 minute period, resetting the countdown each time the point changes hands.
So taking a point would grand me 100 req, taking it back soon grant my enemy 150, taking it back again within 4 minutes grant me 225 etc. Thus making for more intense fights over strategic points. The base bonus for critical points could be 200 req, relics could be at 150 req. Of course, an ally taking back a point would get the current bonus, not start again at the basic level.
EDIT:
-make vehicles (not walkers) very vulnerable in close combat, so we don't see all vehicle armies but vehicles mixed with infantry.
MagicLeprachaun
17th Feb 05, 7:28 PM
There are a few things that i would like to see done in the expansion:
1. when a unit like an avatar, bloodthrister or wraithlord does one of those big finishing moves that i oh so love, but only kills one guy after 5 seconds, should instead have all the damage that it could do in those five seconds massed into one big move.
2. allow it so that when a guy is doing a finishing move, he can still be killed, since i find that when a wraithlord is busy squessing a guy to death, he can be shoot up by 12 d-cannons and not suffer a scratch. just have it so that if a guy's killed while doing a finishing move that he ends up falling on the guy he was planning on killing instead of making him effectivly invincable.
3. try to add all the units for each of the races, and have the limitations (chaos + marks) that should be in place.
4. show more in game info, like: upradge bonuses(tells you % improvement, new damage), what certain abilities do(accutal % figures for abilities like deamonic strenght) ect.
5. fix some issues like crazy fire prism drivers, looted leman russ's hitting themselfs with their own main gun when firing it in close combat, ect.
Triceron
17th Feb 05, 8:35 PM
- Patches packaged together. This doesn't necessarily affect the expansion, but it would be nice if the patches weren't all seperate. Everytime I reformat or reinstall DoW, I would have to install two or three seperate patches before I can log on to play.
-A lobby section for Mods, or at least some form of Mod Recognition system so you can hook up with other people with the same mods to play.
- More documentation on Mod Tools, especially with features like Army Painter and custom XREFing.
- Conversion tool to extract/convert models from WH40k into .3ds/.obj file format, or provide more stock models and animations for modders to use. XREF isn't very helpful when all we can XREF from is the marine.
Colonel_Darren
17th Feb 05, 8:47 PM
OOO i got one how boot you dont use securom in winter assault so it'll work on my computer use some other security company please!(It was really dissapointing wasteing sum 1000 bucks to upgrade so i could play DoW in all its glory and then it doesnt work with the drivers i bought)
Burns
17th Feb 05, 9:35 PM
More multiplayer game modes, with more variety. I once suggested a capture the flag mode. Many others could work well too.
Falcon
18th Feb 05, 3:01 AM
Squats add squats they need some audience
$gtPopp3r
18th Feb 05, 3:03 AM
have deleting lps without ever building a tiny bit on them cost 75% of their original price, to prevent lp-spamming...
saberhagen
18th Feb 05, 4:37 AM
I've already mentioned random map generator in another thread.
The one thing we need above all else is an in-game timer. If there is one already, I can't find it. I know you get the timer when you're watching a rec, but it would be really helpful if you could see the time when you're playing. I feel lost without it. In early game I just have to try and guess the time from how far I've got with my build order.
Holy Chaos Ryu
18th Feb 05, 5:41 AM
I Would love to see more unit variety, so that not every single unit looks exactly the same, like Orks have different pieces of armour strapped to them, you get some female and some male guardiens, the CSM's have an innfinate amount of different combinations you could make with thier armour, and SM's mostly look the same, but you could change a couple of things on them, EG a couple of them have 2 bolt pistols instead of 1 bolt gun (it would do the same amount of damage) etc etc.
Mike The Great
18th Feb 05, 6:14 AM
UBER GROTS!!!
Ok. now that I've let that out, bikes would be nice :D
Rayden
18th Feb 05, 7:25 AM
User control over listening posts, so we can give them a target we decide.
komninosm
18th Feb 05, 7:44 AM
I agree with less needless micro and more control features.
I liked the example with auto-rally and stuff, similar thing about FoF (penalties only when moving, not standing still).
More control features are like a control+click making only the highlighted unit follow that order from the group you have selected.
Reverse that for abilities, control+clicking abilities makes all units use that ability not just one.
Add more overwatch stuff, like overwatching nades if you want.
Too much needless micro.
Fix the bugs and typos.
Gue'la Brewer
18th Feb 05, 8:09 AM
I think that the inevitable deep strike for Stormtroopers/Kasrkin shouldn't be those wussy grav-chutes, but instead have them land in a Valkeryie air-cav style, with the door gunners providing quick cover as they disembark.
And for the "army" or "chapter" specific models, if you have something like Cadians and Valhallans, you should include Steel Legion and those sweet new Forgeworld Elysians. Maybe only change the models for the regular infantry units. And please god, no rough riders.
SAMAS
18th Feb 05, 8:27 AM
-Change the current capping system so that not a single squad caps a points but all squads in the area - and uncap somewhat faster. So once territory is effectively under one players troops control, that player should get the income.
I know we're not supposed to comment on others ideas, but I had one that was a variation of this one:
Let the presence of friendly or enemy units nearby affect the rate that a unit uses to cap or decap a point. So if a Scout squad is capping a critical point when there are two friendly squads of tactical marines in the area, they can work faster, as it's under better control, but if the squads are getting attacked by Howling Banshees, then it goes much slower as the area is not firmly under their control.
Fix Fire Prism targeting.
New Units/Upgrades:
Razorback upgrade for Rhino
Melta Guns for Marines/Chaos Marines/Landspeeders - Fire Dragons for Eldar. Short-ranged Anti-vehicle, can fire on the move, but loses accuracy.
Plasma Cannons for Marines. No good reason, just want to be evil. :D
Reaper Autocannons for Chaos Marines. Makes them a little more distinctive from their loyalist ex-bretheren. Can be combines with the Plasma Cannons mentioned above, or replace the Heavy Bolters.
Haywire Grenades for Howling Banshees. If we can't have Fire Dragons, we can at least increase the anti-tank infantry abilities. Either that, or...
Missile Launcher for Dark Reaper Exarch.
This is probably something better for Dawn of War 2, but:
Diverging Tech Trees. You always see in RTS games how people always take Strategy A or Defense N againt Army X. But what if it wasn't quite so easy? If you're playing Orks, you might not be so eager to take those Marines in close combat if they're Blood Angels instead of Blood Ravens. Say, around tier 2, you get the opportunity to branch off your army list in a certain direction. This would be easy to do for Chaos, you can just say, choose a Mark of Chaos at the Summoning Circle.
Aendracon
18th Feb 05, 8:40 AM
Please consider to add a class of armed APC, like the Razorback or the Falcon (and btw. PLEASE make the current "Falcon" a Serpent). Something that has an armament worth mentioning - but less than the dedicated tanks like the Predator and the Fire Prism - and still can carry some troops - albeit less than the APC class of Rhino and Serpent aka "Falcon", (probably only squads without heavy weapons) or give those more HP to make them build worthwhile.
sniperelite7
18th Feb 05, 9:09 AM
The ability to chose starting points in skirmish MP
Titans!! Cyclone launchers! Bikes! More weapon options!! Airforce! Let the armies be specific(ie blood angels get death company) Chaos isnt really much diffrent from space marines with the exeption of deamons n stuff.Give the land speeders more weapons!
theBlind
18th Feb 05, 11:55 AM
Expand on the random race option in skirmish mode to include a Random - not player race option, avoiding mirror matches.
JimHawking
18th Feb 05, 12:00 PM
-Could the relic-required units be a tad better? ex. Terminators, obliterators, since they do kind of die too fast against regular squads. Up their damage/armor
-Better anti-vehicle units for eldar
-Rangers need to have more damage or be cheaper.
-Farseer needs a little help against other heros some how.
-Portable lascannons and multimeltas.
-Allow different computers to have seperate difficulties. ex. 1 computer easy and another computer hard.
The Squigurker
18th Feb 05, 12:16 PM
1. Army customisation tools e.g. selection of head, squigwigs and armour variations
2. New Chaos troops for all four powers of chaos must include noise marines and all the greater daemons
3. Ork Tribes give us boar boyz and the cult of speeeeed
4. A brand spankin new race to play as, you've plenty to choose from in the rich and diverse 40k universe
5.The all new improved Bloodthirster Begone!TM spray upgrade for commanders fighting chaos.
950Rav
18th Feb 05, 3:46 PM
I'd like a strategic reason to take a relic before tier 3. Sure, they give req. Sure, its another building position. It also takes a long time to acquire one, and most serious players don't give them a second thought until they have secured a significant advantage. It would be nice to see a *reason* in Tier 1 or Tier 2 to fight over a relic. Right now, it just gives you a reason to yell at the new guy.
Some thoughts:
- New squad type available
- New commander unit available
- Special upgrades available
- Improved econ (like +10 instead of +6 from each relic)
- Morale bonus to troops
- New building available
- Additional LP upgrades available for relic LPs (improved HP, damage, etc)
- healing/speed/slow aura
TheDeadlyShoe
18th Feb 05, 5:03 PM
I would like to see Hero customization ("Wargear")..and...
More anims! More kill anims for EVERYONE! I wanna see kill anims for Commander vs Commander, I wanna see kill anims for the Avatar/BT vs Dreadnoughts/Kanz/WLs/The Squiggy,...more!
Also, I wish that a squad would not 'stop' when a special ability is used. For example throwing a frag grenade or using a Farseer ability will cause a squad in melee to stop what it's doing.
annnd.. I wish you could choose to upgrade units to variations, like a basic ranged unit to a more close combat type, but otherwise the same.
Abyss
19th Feb 05, 1:23 AM
OK Relic I don't care veyr much if you dont read the rest but PLEASE Read the Top two for Single Player:
Single Player Changes:
-Alot more CGI Scenes, this brings out the Campagin
-Alot harder and more story drivven campagin,
Game Changes:
-Allow a even more indepth Army painter
-Allow auto-download, this will allow multiplayer usage
-Allow Mods online, simillar to BF1942, it actiavtes when you join a moded game.
-Cause friendly fire to own units when firing at enemys in CC with your squad.
-Allow Scricpt Edited Scenerios so mini-game maps can be made I.E Heavy Bolter Defense
-Create variations of Heroes, such as three different FC models that are used randomly.
-Create envirmental effects like snow maps have 50% chance of generating storms which creates huge areas of heavy Cover, also reduces accuracy.
-Friend List
Orks:
-Add Ard'Boyz, make them Heavy Infatry so there are resilent towards WS
-Add Battlewagons, this will be another option for Tier 3
-Flashgitz, a Tier-3 Ork unit
Chaos:
-Dreadnaughts For crieng out loud they need a anti-dread in CC!
Limit 3
-Create the Different Chaos Armies, I.E Slaneesh
-Chaos Land Raider
Eldar:
- Add Warwalkers
- Wraithgaurd need to be added
- Firedragons Add
Space Marines:
- Create Tech Marines
-Limit Dreanaught limit to 5
- Different chapters need to be added
- Landraider Crussader.
ONE more note DO NOT add more then one more race, balance the existing ones with the new Imperial Guard. Once the core four races are balanced then move onto new races
Burns
19th Feb 05, 9:14 AM
Explosions and such effects need to be improved, particularily for vehicles. From what Ive seen, often times vehicles just "fade away" when they are destroyed, they should go down with more bang.
SAMAS
19th Feb 05, 9:53 AM
Explosions and such effects need to be improved, particularily for vehicles. From what Ive seen, often times vehicles just "fade away" when they are destroyed, they should go down with more bang.
Actually, they bang, then fade, Although I do guess a "Blown-to-ratsh*t" death ani would be cool.
More Death Animations. The Force Commander, Farseer and Chaos Lord especially need them.
Shooting Death animations, from weapons like Flamers(burn while collapsing), Heavy Bolters(knocked off their feet) Ordance Blasts(lose a limb or two), and Lascannons(vaporized from the waist up).
Dread/Kan/Wraithlord/Defiler/Obliterator/Avatar/Bloodthirster Kill animations against each other. The ones between the Avatar and Bloodthrister are excellent, but some ones against the smaller big guys would be great, too.
More Singeplayer Campaigns. The game took a beating from both critics and gamers over that.
Multiplayers stay in the room post-battle, to let players play again if they like, or just discuss the game.
Allow rewinds in recorded matches.
New MP mode: Meat Grinder. Team A defends a base, while Team B get unlimited resources. Team A has to hold the line for a certain period of Time.
New Quick-Start: You set a certain amount of Resource and Power, and the players get to choose their units and upgrades pre-battle from that fixed amount. No bases allowed, but each side gets a builder who can only build Listening Posts and Mines.
New Unit: Ork "Ard Boyz" -- Tier 2 unit. Basically Shoota Boyz that count as 'Eavy Infantry.
New Upgrade: Ork Wartrakk -- Able to upgrade Big Shootas for a Skorcha.
Jipay
19th Feb 05, 12:14 PM
Well beside the new race, adding some new units to the old race to keep those attractive. They could complete the codex for each race
Cable
19th Feb 05, 2:48 PM
I would like to be able to deep strike Assault Marines.
Friends list but thats already been mentioned....
give chaos another unit or 2 that can see cloaked units, trying to find hidden webgates and bases on large maps can take 30 or more minutes EVEN AFTER THE ELDAR IS NO LONGER ABLE TO FIELD AN ARMY. The game was over he just wanted to see if I would quit so: teleport build cloak repeat arrrr so annoying
stimpak
20th Feb 05, 3:49 AM
ability to micro each unit.
control squads and units alike
Emperor_toe
20th Feb 05, 7:08 AM
a veteren mode like the old comman and conquer games, so squads with more combat expirience are tougher. and random troop models, like pointy nose marines, and maybe some more weapons, plasma cannons, multimeltas ect
Luche
20th Feb 05, 10:24 AM
i would like a more customiseable army painter, if at all possible!
e.g. stipey marines and ork warpaint!
Encyclopediac
20th Feb 05, 3:28 PM
What I think would make a great addition would be something like a "trench" building (or sandbags, or laser fence, or whatever). It would be rotatable (so you can place it logically) and would function kinda like the ork buildings - you could put infantry in it so they can shoot out of the trench and be covered - meaning the enemy would have to destroy the building before being able to damage your units. Also, entrenched units would be immune to the artillery "knock troops in all directions" effect - I think it would add much more depth to the game (making it more wargame-ish) and would also be a great way to defend strategic locations. I just hate piling hoards of troops on top of a listening post in order to defend it, it just seems unrealistic.
That, and more units for the existing races (fire dragons, bloodletters, etc.).
Oh, and make the direction units face be choosable (ala Ground Control 2 or Empire Earth) so tanks don't have to maneuver between troops so much.
Teleros
20th Feb 05, 5:20 PM
The most important / wanted first...
1) Objects that weapons can't fire through. Like most terrain, structures etc, ala CNC Generals.
2) Upgrades for SM Assault Squads - like plasma / melta guns or flamers.
3) Let people choose options again and again. Let's say I add 4 Heavy Bolters to my Marine squad, but then come up against a Killer Kan. Why not let me replace all or some of the Heavy Bolters with Missile Launchers there and then, rather than let the Killer Kan kill all Heavy Bolter-wielding Marines so that I can switch :P ?
4) Some way of avoiding the TAB+F problem when doing fleet of foot etc.
5) Let tanks run people over. Let Baneblades run small tanks over (like those pesky Ork Wartraks).
And now the rest...
6a) Trenches - Come on, we're talking Imperial Guard here, they just scream "World War 1" at you! Let squads / builders create trenches that provide cover and protection from tanks running people over. Add 'garrisonable' IG Bunkers to this list too.
6b) Razorwire & Tank Traps - See above. Anyone want to recreate the D-Day Landings with the Imperial Guard here :) ?
7) Replace the IG Leman Russ' artillery Battle Cannon with a more conventional weapon - tanks can move and fire more in 4th Edition, and besides the IG can always call in Basilisks, Griffons etc for some real artillery support.
8) Ability to add more than 4 upgrades to a squad - of the 8 buttons, you've got 2 to identify and remove a hero, 2 for Reinforce and Squad leader, leaving 4. An extra couple of slots here for mods would be great - eg 6 upgrade slots, Reinforce & Squad Leader, identify & remove hero.
9) Defensive upgrades - I know DOW is a fast-paced game, but I'd like to feel I can leave the house in safe hands when my Marines go Ork hunting ;) .
10) CNC-style Tech Structures - harder to do in the 40K universe, but let's suppose you can capture an Adeptus Mechanicus Manufactorum to improve your vehicle cap or build a few unique IG tanks? Or how about a Hab Block for improved infantry cap?
11) Replace both Terminator Squads with a single one, and give it lots of weapon options (eg max 7 Terminators, max 7 upgrades, choice of Heavy Flamers, Assault Cannons, Thunder Hammer & Storm Shield, Cyclone Launcher & Power Fist & Storm Bolter). Much more flexible :) . Could do the same with Dreadnoughts too.
12) A few extra units - not many, but just the odd Vindicator or Bike Squadon (with attachable Attack Bike), extra Eldar Aspect Warriors (Fire Drakes, Swooping Hawks etc), Ork Battlewagons (could make a decent replacement for Captured Leman Russ, but with weapon options like the Wartrak ;) ), Chaos Space Marine Land Raider etc. If I had one unit I would like to see, it would be a Land Raider Crusader (sorry Ork players, I'd just love to see 12 Bolters, 2 Assault Cannons, Frag Grenades and a Meltagun versus a Tankbusta mob :D ).
Gh0St
20th Feb 05, 8:07 PM
My suggestion is: Just make your own server and it will be cool
RaySkull
20th Feb 05, 10:21 PM
I have a great Idea. I'm not a table top player, but I just realized it would be a nice addition if you were to add a point buy system for starting armies, sort of a new mode. You would thus choose your starting army and reinforcement would occur based on objectives met. There would be no unit producing structures in this mode.
I could easily see one taking a strategic point and instead of recieving resources a transport would roll up and drop troops off. I think this could definately help appease hardcore table top players and people who tire of the "rush"
Thanks for considering suggestions:
Ray
samborski345
20th Feb 05, 10:47 PM
I would like the expansion to add onto the moral and cover system. Having a crater as your only cover is kinda lame. Taking cover behind a wall or sandbags are just some suggestions.
Allow all races the ability to attach vehciles to squads so that they may support each other etc. Example: Attach a rhino to a squad. When telling the squad to move across the map, the squad will automatically get into the rhino and the rhino would drive them there. Another idea would be that the squad would take cover behind it when attacked. Something like this would let the game be a lot more easier to manage and open up more strategy to players.
Yaroujovovichou
21st Feb 05, 8:06 AM
Arranged team automatch and buddy list !
Requiemourn
21st Feb 05, 8:26 AM
First of all, thanks, Relic, for this wonderful thread!
And now for my suggestions (ordered from the most to the least important):
1. Bring back terrain difference modificators:
- At higher grounds:
higher accuracy and greater range for all or most units (both accuracy and range advantages probably shouldn't apply for artillery units while thrown grenades should only have a higher range), perhaps higher moving speed for all or most units while moving downhill.
- At lower grounds:
lower accuracy and lower range for all or most units (both accuracy and range disadvantages probably shouldn't apply for artillery units while thrown grenades should only have their range lowered), lower moving speed for all or most units while moving uphill.
Interface-wise if You are still concerned about people playing from top-down view (seriously, who plays that way?), make it optional to turn on a little numerical or iconographic indicator, pretty much like in the Close Combat series. It should probably be relative, i.e. considering the unit/squad that is selected in calculating the difference in terrain height but an option (in the menu or triggered by holding a key, for example Alt) for making it absolute would be nice too.
A simpler version of the system would be just to make levels of terrain with only a difference of one or more whole levels resulting in advantages/disadvantages.
IMO that would result in making transports much more useful (they should have some health buff too though). Also, assault squads and fast light vehicles would most certainly see more use also.
Apart from that, a lot of maps originally created for DoW seem just made for the use of terrain advantages.
2. Add the possibility of deciding to which direction the squad/unit should turn to by right-clicking and dragging the cursor while having a squad or unit selected (like in the Total War series for example).
As it is now, when a squad in a box-formation is moving on a way that's somewhere in between 0, 90, 180 and 270 angles one unlucky squad member is always in front of others. When that squad meets strong opposition in form of single units who don't have that problem or much more squads, the unlucky soldier will get quickly eliminated by concentrated fire, reducing the overall effectiveness of the squad he was in (especially when he was carrying a special weapon). Globally it doesn't make THAT much of a difference, but it still is annoying, not to mention that the ability to choose the direction in which the squad/unit is turned to makes many things easier, like army management in (overabundant) long chokepoints. I could go on about the advantages of this but I'll save You the read.
3. Turn off the invulnerability while making death-animations while increasing health of close-combat oriented units. When the unit's health performing death-animation reaches 0 the unit should die as soon as the animation is completed. This is most annoying when a walker unit shrugs off a salvo of rockets from three squads just because it is in the middle of killing a servitor.
Alternatively the squads/units ordered to attack the said walker unit should pick the closest target for the duration of the animation. However, slow-shooting units equipped with missile launchers should just wait with releasing their rockets as soon as the animation ends.
However, the walker unit is also at a disadvantage because it isn't technically dealing damage during the animation which complicates matters a lot. It could start the animation before the target unit is dead, calculating the time in which it should start by attacking unit's DPS and the time the animation lasts but then what about the damage the unit being killed could've dealt if it was still alive?
In general, IMO this issue should be solved. How? I have no idea and that's why I won't cry when it won't be even touched.
4. Bring back squad reinforcement time reduction when the said squad is in combat.
5. That's something that IMO is not as much needed as the above changes but the addition of, even quite limited, squad formations would be a good move too. Army management and placing strong points would be easier then.
6. Make the Fleet of Foot accuracy modifier work only when moving and not when standing still or engaging in close combat. Turning it on should work globally, for all squads selected, including any added gravity platforms. Adding different shortcut, to turn it on just for the selected squad of the selected group (but still including an added gravity platform) would probably be the best compromise.
7. Add a bit more control through keyboard shortcuts, for example Control-clicking while having a group selected would make only the selected squad/unit of the group execute the order.
8. Add the option to turn buildings by 90 degrees before constructing them. It would certainly have some tactical uses and possibly wouldn't require much work from the team.
9. This one I'm not sure about myself but IMO is something worth considering: make totally independent caps for pure transport units.
10. 8 fully upgraded Terminators with 2 Assault Cannons will die to 8 fully upgraded regular Marines with Plasmas (2 squads) (well, to be honest, I haven't checked that, but seeing the performance of both unit squads I easily came to that conclusion). That's why IMO Terminators should get a weapon devastating against heavy armor. Besides, Terminators loose morale way too fast - they should either have a sergeant unit, similar to the one regular Space Marines have or increased morale.
To put simply - I don't think Terminators are worth the cost right now.
11. Make Rangers useful! Background-wise, why is it that a human SCOUT (not even a full Marine yet) is a better sniper than an Eldar RANGER who possibly lived for hundreds of years more, seen hundreds of worlds and is naturally predisposed for that kind of job? Seeing 9-man Ranger squads running around barely hurting anything makes me think of cannon fodder. A VERY expensive one too. They should be 4-member squads max and be much more deadly, IMO.
12. The recoil and accuracy of the Leman Russ tank is ridiculous...
To summarize - the first five changes would generally make DoW much more realistic and IMO, much more fun. From what I can gather, people are fed up with arcade-style RTS'. They want realism. Of course, Dawn of War is pretty realistic on some areas but there are still some gaps that IMO need to be filled. Total Annihilation is still considered by many as the best RTS ever, mainly for its realism. And Total War: Rome is still on the list of top 10 sales, while Dawn of War isn't. Personally I dislike Total War series - a combination of DoW and TW would be just perfect though. Of course, the reason for Rome:TW staying up longer might be its Single Player campaign compared to the one in DoW...
Well, thanks for reading my ramble ;).
topaz85
21st Feb 05, 2:09 PM
hmm there are different battle stances you could add such as :
attack only vehicles (vehicles, walking units, ships etc)
attack only infantry for all units and for turrets cuz it pisses me off when for example rocket turret strikes all the time some infantry instead of hitting some dreadnaught kicking my dudes arsses
yeah auto-repair:) could be added too
in skirmish there could be an option that makes : you can only upgrade your base hq(your tech level) to for example to level 1 ONLY it would mean infantry only cuz u cant upgrade to have machine cults (for sm exmaple other races u would figure it out):) or some options like
no vehicles/no infantry funny battles would emerge
add more upgrades for each units for example
for assault termies :
-power fists
-lighting claws
-chainfist
-Power swords (power sword + shield YEAH!)
-Two-handed power swords (o.0 total yeah!)
-both hands armed with weapons (your choice of course what weapons but it takes def/hp down but increases hp cuz no shield)
-Sargeants/veteran/leaders should be able for them to buy (with/without helmet with banner some different outfit)
-Land raider should have upgrades to some other weapons (dont know how it works in newest patch) because those linked lasers or smthg suxxx if i ever built land rider i did it only just to take him in front of my lines and make my enemy focus on attacking him cuz his firepower dont helps in the middle of the battle and instead of 1 land raider i can build 1 dread and 1 tank(for exmpl) and this team would be more helpful.
-Dreads should have more variety upgrades of weapons
-There should be more models of sergeants not big difference but how about some sergeants have helms on their heads? not big and hard change and give some freshness and some other weaponry for them too like if u have heavy squad (4 bazookers in squad) so the leader should have some better ranged fighting eq like instead of power fist and plasma pistol he's using mixed power fist with bolter guns (somth like calgar) and leader units for all those squads that don't have them (assault squads, assault termies, termies, scouts etc) some different looks of banners as normal flag sargeant holds it in one hand? why not
-NEW UNITS!!! Emperor Champion would be nice too see him in action. Veteran squads.
-Chaplain should have somthg more powerful in look than that eagle staff or smthg .. u have many types of mediaeval weapons you want exmple ? ok. bastard, two-handed sword, axes, flails, morning star, heh even weapon used by other leaders (power fist, power sword).. hmm i've been thinkg though if u can upgrade your leaders chaplain and FC to termies ? only as a last upgrade that would boost them nicely.
Dunno what about other races cuz i mainly play SM's
hmm starting menu should have some battles replayed like in credits. it would be fun not just standing marine/eldar/sm/ork staring at ya.
mods should/could be able to activate in some extra menu so u dont have to turn off the game.
and patches should have every older patches itself like if patch 1.90 comes it has for example 40 MB but u dont have to install no other older patches one by one
Ceallach
21st Feb 05, 5:35 PM
Maybe this has been mentioned already. I'd like to be able to see all messages -from both teams in replays. Could be a useful learning tool.
komninosm
21st Feb 05, 7:37 PM
I had a great idea for the expansion. I feel it's going to go unnoticed here :-(
It's worth a page on its own, but it would probably get locked. Well here it is:
There are melee and range damage values in the game interface when you select a unit.
It's always the base weapon that counts.
It does multiply the min-max weapon damage by accuracy and divide by reload time before showing a number I think. But it sure doesn't take penetrations into consideration. After all, it's just one number.
I would like it if you could click on the melee or range damage icon and a tooltip helptext poped up (where tooltips pop up now) with all the penetration values of the weapon/weapons.
This would really help people get a feel for the game and the weapons without needing modding tools and stuff, or webpages and sites.
This is what makes other games so easy to understand. In DoW you can only learn from experience. That number is almost useless.
Jipay
21st Feb 05, 10:12 PM
It would be good to limit the number of squads for each class.. this would prevent rush of squads that are supposed to be rare in the 40k universe. this should apply to all the races. this is the aspect of the real codex I miss the most.
Ethrion
22nd Feb 05, 12:53 AM
There is no doubt that having more weapons and more units that they missed out first time round would be great, but I think one major addition would be the adding in of heros for the 4 armies.
I doubt it will happen, but its nice to imagine a Dawn of War with this in. Basically each race would have a choice of 5-6 heros, and these would be found at the Sacred Artifact or equivalent. Space Marines are an exception so ill leave them till last.
the eldar would have a choice of exarchs: maybe fuegan, maugan ra, that banshee exarch, the warp spider exarch (their names escape me) and the striking scorpion exarch.
chaos would have the likes of: abbadon, cypher, kharne, ahriman and fabius
orcs....well they would get 5 or 6 different warbosses.
The space marines would be a slight exception but it would give them no advantage...just different appearances and names. Basically they would get sub-catagories: the bloodangels with dante, sanguinus etc...ultramarines with marnus calgar, tiberius etc, dark angels with azrael etc...
so each army gets a choice 5 or 6 heros but to prevent it from being a hero fight you can only have maybe 2 or 3 of them on the field of battle at once. should they die you may call in another one. Alternatively it could be that shoudl they die thats it...they are gone for the rest of the battle. and this would lead to eventually, should someone be that bad...the loss of all heros....making it a huge disadvantage. heros would also make the assasination win condition much better.
I love dawn of war but how much more enjoyable would it be to have commander dante fly into the fray leading his assault marines against ahriman and his possesed marines or maugan ra leading a squad of eldar dark reapers. the force commander and the librarian are nice but plain....just nobodys...as good as they are.
heros would add something to a game, it would make it a cut above...we have seen glimpses in Zero Hour with their leaders and in Frozen throne but Dawn of War has 40K behind it and with that a host of unique characters. You would be able to pick heros that suited styles of combat...tiberius the librarian for ranged spells....dante for assault combat etc...
An aside to this idea but linked in terms of heros and unique things would be the introduction of chaos players choosing a demon...either the demon of khorne/nurgle/slaneesh etc....then as an addition or instead of basic chaos marines the khorne chaos player would get berzerkers while the slaneesh chaos player would have noise marines....nurgle getting plague marines....all balanced so to make it fair...just to make it different.
komninosm
22nd Feb 05, 6:11 AM
A bit more functionality would be to add health markers for all units in a selected squad. Have it an option like unit occlusion or something even more direct, like Homeworld, where you could press a button and cycle through different modes of boxes around your ships and stuff.
Also it would be nice if the hitpoint number was displayed for squads (at least the max) before they were down to 1 member.
Jipay
22nd Feb 05, 6:29 AM
Adding aerian support for all the teams ! Seeing starships flying through the map !
:bandit:
chico-1876
22nd Feb 05, 6:40 AM
I don't know if it was already mentioned but....
I think that standard units gaining experience killing enemies (like C&C General & Zero Hour, BFME, AOX, etc...) is a must nowadays for any serious RTS game.
Hi
Ethrion
22nd Feb 05, 7:20 AM
Basically as any infantry unit across all four races kill they gain xp and once reaching a certain level they turn into veterans (with white helmets [for SM] to make them obvious) and their moral is stronger, accuracy is better etc...
and of course that would go for all infantry units in all 4 races
faust8577
22nd Feb 05, 7:36 AM
Add units to the current armies in DOW
Example:
-Chaos landraider
-dreadnought
-tier 3 upgrades to produce "cult marines" (berzerkers, noisemarines,etc...)
IE: demon pit could grant option to convert existing CSM squads.
allow pop cap to be increased or decreased for skirmish/multiplay
rawrcake
22nd Feb 05, 6:34 PM
DOW is a great game, easily the best RTS i've played since starcraft, besting warcraft III by a good 2 stars.
but some things need to change!
Multiplayer load screen: Allow us to see the load progress of other players in this screen, like in warcraft III. I don't know if the programming behind this would be too difficult, but it would be real nice :). Also, it would help determine when the game is about to start so we can be ready to CRUSH.
Gamespy lobby: It's really nice, but some things battle.net-esque would be real nice additions (ability to check the stats of a user in waiting room, friends list function, waiting room map downloader, and perhaps a chanserv to register clans and clubs (such as x17, for instance)
BUG FIX: This is so horribly annoying; sending a worker to build something, only to find that the parts don't ever fall from the sky, and nothing ever gets built. It occurs in DOW much more than in other RTS games (at least for me) yes i realize that it only happens when they are in the way of their own building site, but that in itself is just stupid. It sets me back sometimes and that's a pain, I'd really like that fixed as its one of the most noticable bugs i've seen.
well?? am i right?? yeah i am.
Ethrion
22nd Feb 05, 6:40 PM
To expand upon the veteran idea. certainly it would have to be more than a few kills before a change in their attributes would occur. that would be ridiculous. achieveing veterancy would be something that happened only towards the ends of the battle and only if they had loads of kills...not just alot...but loads.
the story of 40k is brilliant. yes veterans have been in countless battles but if we were to stay perfectly faithful to the "history" of the warhammer 40k universe then dreadnoughts (which are even more elite and are not made by the machine cults anymore [when one dies thats one less dreadnought forever]) wouldnt be dying all the time (because they are so rare and the avatar woudnt be coming down to involve himself in an insignifcant skirmish with some orcs or even getting killed. those things are more untrue to 40k than making veterans out of marines.
an alternate option to have veterans in the battle would be to make them another type of unit that could be built for more resources than regualr infantry. however the Xp system merely added a little extra, rather than just more expensive.....if you wanted veterans you had to keep your soldiers alive but be constantly sending them into battle.
[Vertigo]
22nd Feb 05, 6:53 PM
I would like to see more animations for killing and fighting, since the atmosphere of the game is great. Also there are several areas where animations can be improved upon, for example, when I build a squad of scouts they just pop out of the building, it would be nice if they had to use a door or something. Chaos has alot of areas where building animations would be impressive, I had an idea for when you construct a Defiler; the Defiler would pull its way out of the vortex in the machine pit and would step off the platform when it was completed.
More killing animation for the future version would definatly improve the atmosphere of the game. Especially for the units that fight each other frequently, Chaos Lord vs Force Commander for example.
Expanding the music score and the sounds of the game. From the most basic combat sounds to more battle cries, definatly would improve the game in my eyes.
Burns
22nd Feb 05, 7:12 PM
Make the game more brutal. :Slap: Its already go an M rating, might as well go further.
SAMAS
22nd Feb 05, 7:36 PM
I suggested earlier about making divergent Tech Trees for each of the races, to mix things up in games.
Basically, it's a variation of the different sides in Red Alert 2 or the various generals in C&C: Zero Hour. In other words, while they're the same races at heart, they have various tweaks that make that one army play differently.
A few examples:
Space Marines:
Raven Guard -- Assualt Marines are cheaper, and can use Meltabombs faster. Tactical Squads and vehicles more expensive. FC uses a pair of Lightning Claws
Space Wolves -- Tactical Marines can buy Power Swords and Fists in addition to/instead of Special and Heavy Weapons. FC gets a Frostblade(like Angelos with Power Sword, only a little stronger)
Chaos:
Do I really have to spell it out?
Khorne: Chaos Marines replaced with Bezerkers. Raptors replaced by Flesh Hounds. Horrors replaced by Bloodletters. Rhinos get Destroyer Modifications(i.e. they can fight in close combat now) Bloodthirster stays. Chaos Lord rides a Juggernaut and carries big axe or Glaive.
Nurgle: Chaos Marines become Plauge Marines(No Heavy Bolters or Missile Launhcers, can use Meltaguns and are tougher. Enemy infantry takes small HP drain in combat.), Raptors replaced by Nurglings(think Gretchin, but toughter, no morale to check, and can't shoot, infiltrate, or build), Horrors replaced by Plaugebearers, Bloodthirster replaced by Great Unclean One(Nurgle's Rot. Slower and cannot fly, but much more HP, and a flamer-range attack) Chaos Lord stays the same.
Slaanesh: Noise Marines(different weapon options, faster, but a little less HP, and slower to lose morale), Daemonette Cavalry(can't fly or shoot, but really, really fast!), Daemonettes, and Keeper of Secrets(Minor Psi powers, faster but weaker than BT.). CL carries a whip(Lash of Torment). :D
Tzeentch: Replace Possessed with Rubric Terminators(like SM Terminators, but slower and no upgrades, and HP out the wazoo), Horrors stay(can reinforce and get Flamers, Aspiring Champions can do the Warlock Force Push, Sorceror available out the Gate. CL comes later(maybe Tier 3), and is even worse(rides a disc, and as such can jump.) Screamers replace Raptors.
Okay, so maybe that was a bit much, but you get the idea. Just to change things up a bit.
Note: a few of you guys might be wondering why your posts are being deleted. That is because they violate the rules which you can find in the first post of this thread.
Once again, this is not a discussion box. Don't start a discussion if you agree or disagree with someone's suggestion.
Updates I would like to see in the expansion:
Larger cap.
A mate of mine plays a mod with caps of 50/50.Such a simple thing as to increase cap size would be great.
Units.
For each race I'de like to see two new units.
Bikes -
Eldar Jetbikes
Chaos Bikes
Marine Bikes
Ork Bikes
Infantry -
Fire Dragons
Havoc Squads
Devastator Squads
Loota Squads
These new units would stress more on the players to what they need and how many.Also it gives players more choices.
I'de also like to see a new *special* unit for each race.Give players the choice of units.Lets call these units "elite units" so I can refere to them.
For example:
A player would have access to build a new struckture once mobilized war research/HQ upgrade is done.Lets call this builing "elite builder".The player would have a choice of say prehaps 2 or 3 units from his elite builder :
Wraith Gaurd/Nurgle Deamons/Kammanos/Veteran Sgt. CC squads.
Swooping Hawks/Korn Deamons/Ard Boys/CC Marine squads.
Scorpions/Slanesh Deamons /Veteran Sgt. Ranged Squad/Flash Gitz.
However he may only ever have 1 type of these elite units on the feild at any one time.Each aspect stone/upgrade would take 90 seconds to research and once researched the could build 2 elites units per base.You could also include an upgrade in the Soulshrine/Armourys for "Elite squad cap".This option limits the player to X number of units per HQ and thus stops mass producion early on.
Cheers :thumb:
-Spam
Korbah
23rd Feb 05, 5:08 AM
I'm just going to post on the Single Player aspect of the game:
- The original DOW single player was rather cliched and generic. Considering the depth and darkness of the 40K universe there could've been a more interesting story tieing it all together.
Basically:
- Don't shy away from oblique references...they add mystery and depth
- You don't need to show the conversations of the enemy factions as they happen....leave clues
- Read some 40K books/Codexes for ideas of themes, characterisation
- Make SM appear more inhuman....they're not at all human any more. Their arrogance is often overweaning and while the Blood Ravens seem fairly moderate as SM go, there really wasn't a sense of the margin between IG and SM in the SP story.
- Chaos was pathetically one dimentional. There was no sense of pervading evil. WTF was with that tired "chaos demands sacrifice". CSM for the most part use chaos as a means to an end...ie. power. Most CSM including the dedicated legions serve themselves not the chaos gods --> they are self gratifying and evil. Since alpha legion was used why not include their exclusive fluff into the story line.
- Eldar were also similarly one dimentional. There was limited reference to their fear of chaos and distain for humanity.
- There is no need to show long 1v1 combat scenes.....have the ork sluggas hitting down IG in one hit and display mass carnage as would actually happen in the 40K universe. Show big opening battle scenes that show 100's of casualties to get a better sense of planatary scale combat.
The voice acting was overdone. It wasn't conversational when it needed to be and not emotive when it was supposed to. Basically it was uninspiring.
IMHO make the plot for the expansion as involved and as complex as possible. Every other game who has done this has been lauded in reviews and popular acclaim. No one really cares about a tired quasi fluff storyline...its meaningless and unexciting. PPL like mystery and hidden details...it tweaks curiosity --> interest generates good publicity --> good publicity generates sales. The original DOW was slammed for being wan and tired...don't make the same mistake again.
Hell Relic if you ask me I'll write you a storyline and give it to you for your use --> just give me some guidelines as to what you're looking for. I'd happily contribute or edit anything you send me and sign any NDA if it results in a decent SP campaign.
Titler
23rd Feb 05, 7:41 AM
General Software Improvements: Fix loading times for Win ME/Win 98 users.
New Units:
Warbikes, nice and red and fast wunz, with lotz o'wheelying animations, and orks falling off all over the place.
The Shokk Kannon; I want to throw snotlings through the warp at people, Zog it! Perhaps as a fixed artillery building... You could add similar fixed artillery for all sides, although I'm not familiar so much with the Fluff for the other races, perhaps some form of Lure Of Chaos focusing building...?
bandersnatch
23rd Feb 05, 12:21 PM
how about the builder tools? i would like to see some improvement on the user friendly side for creating new maps, campaigns, etc.
also, maybe a streamlining of how to make new units, import new models, attach or associate animations to new models...pretty much just a better way on getting custom content in. its a lengthy and difficult process now.
other than that, more DEMONS. Nurglings, Bloodletters, plague bearers, hounds, etc.
Dorkdav
23rd Feb 05, 11:49 PM
I want to see an in-game download feature for custom maps.
I want to group my building on to one key like I do squads.
I want transports to be useful.
Ethrion
24th Feb 05, 12:34 AM
Id like to see a Standard Bearer Marine come with the first SM sqaud that gets built :werd: . He gets no bonuses and is just the same as the other 3 with him, just makes it look good when there is a whole load of Marines in combat and the Chapter Standard flying high over the melee going on around it.
If chaplains were added then you would be able to create a Command Squad: FC/Librarian/Chaplain/Standard Bearer and Apothecary.
Somehow fitting in the Vindicare and other assassins would be interesting too. Not sure how it would be done though.
Sneaker
24th Feb 05, 4:10 AM
Have a spamm block on units and vehicles so that a player cant spamm out 14 traxx or 14 scout units and so on. Then it will be a moore good looking batle-field and maybe the balance will be better.
The turrets are to expencive for SM and Chaos så if there units die they always say gg becouse they got no defence. But when a ork looses all his units he got a big defence.
And he got some cheap waagh banners that is defending his LPs. SM almost never got time to tech to tier before trax becouse they have to defend and reinforce.
SpookyDodger
24th Feb 05, 2:49 PM
Some voiced before. Saying again because the more people that want it, the more likely it will be included:
Keep auto-build/reinforce on after squad/unit capacity reached (so that the unit auto reinforces as attrition sets in)
Fix AI for Banshees and other melee-focused squads so that one squad isn't spread across a screen engaged in more than one battle, thus making the unit blow chunks.
In addition to the "Target buildings" stance, include a "target vehicles" stance. Not sure if it does it already, but it doesn't seem like it.
Let things to build be queued without money drain (or show a negative when going below current amounts) until resources are available. That way I could queue up some stuff for my builders to build and not have to worry about coming back to micro manage them.
Allow turrets and whatnot to be queued into a pending zone of influence. IE if I have a listening post queued on a captured flag, then I could queue turrets around that without having wait first for the zone of influence to be established by a created listening post. Again, to cut down on micromanaging. Queue it and know it will get done.
Include a Fallback stance which will attempt to keep ranged units at range, rather than sitting and waiting for melee troops to reach them. After the immediate threat is done, the troops will try to return to the spot they were originally at.
Automatic ability use. Some are so problematic to use, what with armies with lots of units and big pitched battles. Marines auto-rallying when morale is broken, for example. If that's too automatic, perhaps in the event list on the side, if a rally ability is available, put a mini button next to the morale event to click on.
Group ability use. Some sort of Alt or Control key ability to have every member of a group use the ability if they have it. Nothing worse than having to fleet-of-foot every guardian squad in a group on, and then off again when it gets into combat.
Have Artillery have the common sense to not decimate it's own army or allied troops. Perhaps have a stance setting for them that will allow them to fire at any troops, troops not within a danger zone of friendly troops, or the currently available cease fire. In the "friendly friendly" setting, it would only fire on targets where the blast radius would not affect friendly units. This would be overridden by manually targetting an enemy unit. A really nice thing would be if the artillery would fire at a point behind close targets so that at least the amount of friendly troops affected is minimal.
Put in a Coop Team mode. This is a feature that was beloved (at least by me) in Starcraft. Basically, instead of each allied player controlling an army, they would control the same army. So, for example, one player would be in charge of offense while another concentrated on base building and defense. Or perhaps 2 prongs of an assault using the same army. I believe that SC increased the unit limit of such a force to accommodate more players so that, for example, an army was controlled by 3 people, the unit cap would be 300 instead of 100.
Perhaps allow creation pads (like the machine cult) to repair vehicles by driving them onto it.
There was a cool setting in Dark Reign (I think) that gave your unit the behavior of pulling back for repairs when it got too damaged/wounded.
chriz2fer
24th Feb 05, 4:32 PM
I am surprised no one has said this one (unless I missed it)
CAPTURE ENEMY BUILDINGS ability!
This way you can gain access to their units and other abilities. It could be required to heavily damage the building first then take 1-2x the time it takes to capture a Relic to capture the building. (They would not be able to demolish/sell the building during this process either)
Minor suggestion - Hotkeys:
CnC Generals you can hit E to select all similar units on the screen and EE for the whole map. Q lets you select ALL offensive units on the map! Handy if you need fast reinforcement but everyone is scattered on the map and not necessarily made into teams yet. DoW needs something like this! Nothing worse than forgetting about that Predator up in the corner that COULD have saved your base!
Yarrik
24th Feb 05, 4:34 PM
Ok. I've got a few, it makes it sound as if nothing was right with the game in the first time, but it was truly amazing, the best RTS ever. With some improvements though, no one will ever be able to come so close to perfection again.
1. Armies need defences. eg imperial defence line for space marines or trenches for orks and imperial guard. Or perhaps just a wall with crenellations that troops can stand on and shoot from. Also a gate is needed that troops can again stand on top of, but tanks and troops can get through beneath. Also tank traps and razor wire, perhaps pits with chaos beasts in that troops can fall into. Maybe a capture building ability for certain troop types. If there was a capture building option though, i think it should simply be in order to fortify it to use as somekind of makeshift defensive structure, rather than getting to make the other sides troops. I realise trenches would be difficult as it would mean digging into the maps, so perhaps the armies could have berms instead, with trenches in the top of them, so that the trenches could be raised above the level of the map, but still look realistic.
2. Snipers that can cover themselves with a camoflage net and so hide and shoot. These could be detected when an enemy got too close.
3. Squads that can 'dig in' i.e. either dig themselves a fox hole (imperial guard perhaps) or a sandbag emplacement (space marines). Digging in could significantly protect them from artillery fire, and stop the current scatter troops thing that artillery does.
4. Garrisonable bunkers and buildings. Perhaps these could be used instead of critical locations, and once captured could be upgraded with guns and a comm dish and maybe re-enforcing the structure to make a temporary command post. Banners could be placed on the roof and perhaps squads such as snipers could be placed in the building or on the roof. Also buildable bunkers that can form part of the base defenses.
5. Air support. e.g. a thunderhawk flyby for space marines, thunderbolt fighter strafing run or marauder bomber strikes for imperial guard, ork bomber strikes or death kopters, eldar vampire and phoenix strikes (see forgeworld).
6. Imperial guard troops inserted by valkrie which fires at nearby troops during and after landing and then takes off once the troops have disembarked. Perhaps imperial guard paratroopers (see forgeworld's elysian drop troops.)
7. New armies (and campaigns for them) Imperial guard are a great idea (i play valhallans), but i'd love to see tyranids which are unlike the current armies, having living buildings and troops which are not in human form. Tau would be good too.
8. Different factions within armies eg dark angels with their own commander units and squads with 'battle brothers' in robes, or a ravenwing army (yes i am a dark angel player too). This could be done with different imperial guard regiments and eldar from different craftworlds.
9. Imperial guard mortars are a must.
10. How about some snotlings? and slightly tougher fighting grots and squigs too.
11. For tyranids; instead of a builder unit the hive could just expand and you could pay for buildings which are then grown out of the earth. for buildings away from the main base e.g. their equivalent of listening posts, spores could fall from the sky and grow into the living building.
12. Imperial guard basilisks could come with spotter units and could only be used when these 'call down the fire' on enemy units. This would mean the basilisk could have a huge range, and could be suitably destructive, but still have a major weakness (as when the spotter is killed a new one must be built before artillery can fire again). These spotters could use a camoflage net to hide, but have to move about in full sight. Dug in squads would also have a huge bonus against artillery, so the basilisk would not be a game ending weapon. Perhaps include stationary basilisk emplacements.
13. Griffons could also use a spotter, but also fire indescriminately at any area within range whether the fog of war is there or not.
14. Leman russ should have a weaker gun and the ability to fire on the move. It should not recoil either. Leman Russ Demolisher should have to stop to fire, not the battle tank, as it is not artillery.
15. Convert rino into razorback to make it more usefull. also all tanks should have smoke launchers, and perhaps imperial guard should be able to launch a smoke screen and then charge into it (remember the use of smoke screens on Band of Brothers on TV).
16. Veteran troops that get more upgrades, so that i feel like i want to keep my squads rather than building up squad after squad and flinging them at the enemy to wear them down.
17. Ability to upgrade squads before they are dropped into battle so that when they leave the drop pods they are a complete squad.
18. Cutomisable commanders with special weapons and wargear.
19. Tanks that get disabled before they are destroyed. Disabled tanks could have a crew that emerges from hatches and attempts to defend the tank until the repair command is given, at which point one crew member attempts repairs. Also tanks that explode properly, like the dreadnought in the opening sequence
20. Guard area stance, so that troops stay put and take threats as they come (might be part of dig in option).
21. Ability to queue buildings up and specify where i want them built, and then the builder unit goes through the queue one at a time, building each as it goes. This would mean that if i want to build several buildings i can tell the builder to do so and then go and do some fighting. my squads tend to die when i'm building, or i have to protect the base when it is being built and then attack. it's hard doing both at the same time.
22. Not having to pay for things in the build queue until they are being built would be good.
23. Ability to pause game and still continue adding things to the squad upgrade and building queues.
24. Rewind or skip to a certain time feature in reply mode.
25. Larger maps.
26. increased unit cap.
27. New map and skirmish types:
a) One where you can select a unit cap and amount of resources for a skirmish game, and create an army and upgrade it before entering combat. The computer could make an army to the same or different constraints. On entering the game you would deploy all of your squads and then start the battle. You would not be able to build buildings or defences. The only thing you could do is fight and upgrade veteran squads. This would create battles more reminiscant of the table top game and of the ground control pc game, and add a whole new dimension to the game without having to do anything too major.
b) Maps with objectives such as assasinate leader (you would only start with a few snipers, or an assassin for example and would have to sneak about).
c) Convoy attack or escort map where you have to ambush a convoy with a smaller force (given time to prepare first) or move a convoy from a to b and defend it from a larger force. A jungle or forrested map where troops can move between trees but tanks can't. (would enable razor wire to be deployed in trees and for it to be used effectively, and tank traps placed on roads.
d) Map where you hold a fortified position against a larger army, or until relief arrives.
e) Rescue squad or downed aircraft crew or something similar.
f) Attack or defend city where you are on the edge of a 'Hive' which has a wall around it that you must defend against the oncoming hoards.
g) Perhaps an amphibious assault map or mission where you create your army and then attack a beachead, or build up an army and load it into landing craft, move them across a body of water under artillery fire, and land the survivors on a heavily defended beach (would be similar to a d-day landing type map). Also the reverse where you build up beachead defenses and then defend it from an assault.
28. Finally the ability to turn off all of these new features and play the game in the origional style, just with more troops or armies (as it was a truly great game to begin with).
29. One last thing actually - sorting out overwatch. I don't get what it does in the game. Does it turn itself on? because I can't seem to do it. A working overwatch feature in the game would be cool. Maybe it does work and it's just me, i don't know.
Ethrion
24th Feb 05, 7:36 PM
I know your not meant to reply or respond to posts. I hope this isnt considered one, but Yarrick's ideas sound v. good.
One little addition would be to have the Thunderhawk feature more than just something that delivers vehicles and the HQ. It would be cool to be able to initiate a Marine drop or perhaps an Imperial Guard drop via one.
CarlElder
25th Feb 05, 5:38 PM
I would like the ability to do a tactical retreat, instead of your units just turinging and running. Maybe hold CTRL and move would make them walk backward and shoot, movement would be much slower than normal movement though. If not for infantry then definantly for vehicles. A Tanks and trucks should be able to move backward and fire as they retreat.
DrWookie
25th Feb 05, 8:15 PM
This may be posted already:
Allow us to set where people start (Which position on the map)
The way it is now there is NO way to make a 2 on 2 game on a map made for 8 people without all 4 people spawning in the first four locations (Usually the locations closest to each other)
This makes it hard to play the larger maps that look cool without smaller number of players.
You should be able to assign a player to a position in the list and that position should match the position on the map. Note that this should also include the host.
So if you have 3 people in positions 1, 5 and 8, when the game starts they should be in places 1, 5 and 8 NOT 1, 2 and 3 like they are now.
This could and probably should be an option, like "Free placement setting" or something. As it is now you are forced to start many random games hoping to get an optimal situation (And using cheats to make sure)
grim66
25th Feb 05, 11:33 PM
Three things, sorry if they're already posted, but I couldn't make it though all the previous postings. Anyway, they're all related, and I think they'd cut down on the micro-managment:
1. Movement waypoints
2. Patrols (looping waypoints)
3. The ability to set a builder unit to a patrol, in which it'd automatically repair any friendly damaged buildings or vehicles it encounters in it's patrol.
It's pretty frustrating to be clicking away on a battle and then realize that one of your turrets is about to blow up and you've had a servitor standing next to it the whole time.
wykyd
26th Feb 05, 5:14 AM
I like most of Yarrik's ideas to, cept the overwatch works, the bombing one,
veteran troops would be cool, another reason to not throw troops in mindlessly
Patrols would be good as grim says
and the positions would be great to.
theBlind
26th Feb 05, 9:15 AM
Expand on the concept of cover.
-Hard cover (avoid artillery throwing troops, that's alreayd been mentioned)
-Directional cover (eg a wall, giving cover only if the enemys LOF does cross, not while paralell)
-commandeerable cover (own troops can take the cover and untill they move out or aer defeated, enemy troops can not gain cover in there)
-cloaked units could be able to shoot from heavy cover without having to drop their cloak. (Eldar rangers also from light cover? Just a thought)
-detectors must get closer to cloaked units in cover to discover them
Tiresias
26th Feb 05, 1:21 PM
added on to inabiltiy to shoot through solid objects, physics enough to track the missed projectiles into whatever they would hit, so firing into packed troops will be more effective than into sparse troops.
chuklesdaclown
27th Feb 05, 12:33 PM
I have the following to add to the suggestions
more customizable upgrades ( i will use chaos as a example for brain storming) in tier 1 or 2 have the ability to perminatly upgrade to dedicate all of your army to a chaos god to gain specific upgrades like if you upgrade to khorne all your units remain in bezerk status and would have chain swords nurgle gaining more defence(daemon resiliance) or nurgles rot slanesh replacing heavy weps for noise weponery or warp scream ability tzneech champion is replaced by a sorceror or a more balanced version(thrall wizard) other examples would be for space marines becoming chapter specific like dark angels having deathwing terminators(mabey make em cheaper) or blood angels with the death company or feral ork and speed freak options
another idea is more daemons for chaos and more vehicles for marines
I and many of my friends were disapointed to find only imperial gaurd would be added we were certain that we would atleast see tyranid I sugest more than 1 army be added to the expantion even if they had little to nothing to do with campaign
A more user friendly multiplayer setup (current looks lame) mabey a buddy list idea
I saw the idea of background fluff in loading screens would be cool even a power armor blue print or battle log of a historc battle
some kind of unit built for detecting infiltrators mabey a upgraded listening post, upgrade(auspex), or unit.
individual campains for the races even if they were released in updates to keep interest in the game
And one final note not really a addition to the game I think there should be more advertizment expecially around release DoW came really quietly i saw it mabey once in a magazeen in these forums and on the web site not much else mabey some more store promos like a cutouts or somthing to make it seem bigger(a idea that would be cool is seeing a cut scene like the opening one would be a great comercial)
chuklesdaclown
27th Feb 05, 1:39 PM
Although I have little to complain about on the unique pop cap idea (expecially compared to warcraft3) mabey alittle more would be nice or different for each race like orks do
ex: marines with their high tech would get better vehicle caps
and I think more wargear should be avalible along with new units one in specific that i was mad about was the lack of the daemon prince in multiplayer expecialy cause avitars keep owning bloodthirsters not likely from 40k history and tabletop stats by the way.
Vespire
27th Feb 05, 1:59 PM
Multi-meltas for another heavy weapon, or just a melta gun.
Esperflame
28th Feb 05, 8:15 PM
1) The ability to keep your people in a set formation. I'm sick of the formation falling apart anytime I change a direction I'm moving.
2) More xeno races! Almost eveyone was disappointed to hear imperial guard is the expansion. We all wanted something a bit more exotic like Tau, Tyranids, or maybe even Necrons. Give us more aliens darn it!
3) Extended army variations. Like the different armies of chaos. I don't want just different colors, I wanna see different types of chaos, space marines, ect.
4) On demand map downloading. I really hate trying to search the web for this one map everyone plays and I don't have. Like in Warcraft III, the game should just auto-detect/download the map.
5) Better servers. Battle.net lags once in a while...Warhammer can be a freaking lagapalooza. I'm on DSL and I still get lagged so bad it's sometimes unplayable and I'm forced to drop.
6) Did I mention mre Xeno's? I mean seriously! Your adding Imperial Guard which is technically already in the game partially. It makes it seem like your not even trying or that your just being lazy.
LarkinVB
1st Mar 05, 2:33 AM
1. Export more functions to lua for AI modders.
2. Allow to set different AI levels for each team.
3. Allow to set all teams to AI just to watch a battle and test AI.
4. Allow to set start postition of each team on map.
5. Allow for inter AI communication so AI allies know what each other is doing.
6. Allow players to ping AI allies with "attack here", "defend here" etc pp.
WalkingGib
2nd Mar 05, 10:13 AM
There are some serious problems with distributing custom maps at the moment, most users don't know where the C drive is, let alone how to extract a zip file.
Would it not make more sense to be able to download the map from the person who is "hosting" a game or from people in the game who already have the map.
I realise that there are tga textures associated with some maps which would also have to be downloaded from the host, but they must be mentioned in the map file so I'm sure this could be overcome.
Thanks.
philjeary
2nd Mar 05, 3:27 PM
Not sure if this has been covered, but a vote to draw option would be really good.
I've had a few games where people have dropped out while the game is loading.
According to the last update, the quitting within 2 minutes now affects your stats. Therefore, before, everyone would quit and start a new game so it was fair - but now the team with less players is stuck with their disadvantage.
Also, I've had a few games that have essentially been stalemate and both players agreed that they wanted to end it.
In one case, 2v2, the opposing team ended up quitting to go to bed (it was 1am).
In the other case, 3 hours (!!!) into a game, my dinner was cold and I was supposed to be going out - I ended up conceding that one - but we both wanted it finished long before.
Sorry if this has been suggested already, I started a thread on it but forgot to subscribe & lost the thread, then it got locked as the discussion pretty much finished.
Robcucio
2nd Mar 05, 6:04 PM
It would take some serious skill, but how about, instead of a dropped player being instantly annihilated, their buildings and troops stay, and can be controlled by the remaining players in that team?
Your still disadvantaged, but not as disadvantaged as now.
Phlem_Dragon
2nd Mar 05, 6:25 PM
Great game guys. Good job. Suggestions:
1) Multiplayer needs help, it's the bread and butter of an rts. Get a buddy list up. Allow players to see some sort of w/l and ping on each player that joins a game without having to leave the game setup (even then there's no ping for each player). This would be as simple as leaving the player list part of the GUI up when in the join game screen and adding a ping item there. If one could see the w/l and ping one could at least make an informed decision about playing those players. As has been noted, allow an ally (perhaps the ally with the fewest units?) to take over a dropped player's army. Alternately, let the computer AI take over, set the the AI setting of the game. Lag, "noob mining", and a D/C person's army vanishing make MP a much less pleasant experience than it needs to be. When noobs have a bad online experience in a game they don't just quit, they tell their friends too. I would also like to see a few of the channels catering to French, or German speakers as well as (or instead of) having cool names from the TT game.
2) Balance what you think needs balancing, especially with an eye to making more units viable choices in the game. Units like Rangers, Cultists, Wraithlords and looted tanks need a little tweaking. Try playtesting some of the balance mods to see what you think, some of these modders are as good as unpaid employees for you.
3) This bears repeating: make mountains and forests and buildings stop direct gunfire/missles. Indirect fire is another story, of course. If you can do this it will automatically correct some imbalances in the game.
4) Also worth repeating: add more keystroke options to allow tactics for all units in a group, or just one if the group is homogenous. As it is there is a much longer learning curve for new players as they need to micro too much.
5)Last but most definitely my most desired change: Let us zoom out farther. Please! All RTS games I have played are flawed in this respect except maybe the total war series. It would be nice to be able to at least see out to the visual range of one grouping of troops that are all in the same place. If that's too hard to code, could you at least differentiate between vehicles, troops, and buildings on the minimap? Related to this: It would be great if a grouping of squads could move in closer proximity to one another. Ideally, you could also select the way the platoon moved together as well. For example Screen: Melee troops in front, shooters to the middle, vehicles in back/flank. Spearhead: damage soakers in front, melee flanks, shooters follow damage tankers. Vise feint: shooters up the middle stop when the enemy is in sight and melee/fast attack comes up the flank(s) and encircles the enemy. The squad based system is so rife with tactical possibilites that would be really fun to play with. But the main thing is the zoom.
Thanks for reading this!
4) Also worth repeating: add more keystroke options to allow tactics for all units in a group, or just one if the group is homogenous. As it is there is a much longer learning curve for new players as they need to micro too much.
I'd just like to add to that; If you do rework the htkeys could you please make the existing hoykeys apply to every unit (or type of unit in a group), not just for stances but things like grenades and melta bombs. If I need an individual unit to do those things it's easy enough to click on the toolbar, but when i've got 4 assalt squads trying to take down a fire prism every second counts as you know.
pseudonym
3rd Mar 05, 7:39 PM
Sorry if the basics of this has already been covered, but here goes!
(copied from an idea for a mod I have)
I was thinking that it would be great if a mod was made to have four subclasses of each different race, so it'd be the following sort of thing:
Space Marines divided into:
Game original
Blood Angels
Ultramarines
Space Wolves
Imperial Fists
Chaos:
Original
Khorne
Slaanesh
Tzeenech (sp?)
Nurgle
Eldar and Orks: ? (sorry, don't know enough game fluff!)
The premise of this being that every subclass is based loosely around the original but with it's own unique advantages / disadvantages, for instance with chaos you may have something that reflects the mindlessness of Tzeenech marines in the form of a moral immunity with some counter balance, plague marines could have increase toughness at the cost of mobility etc.
Each could have it's own unique heroes too, for instance chaos could have different sorcerer spells, different greater demons etc. Space marines could have heroes based on chapter.
This is akin to the Zero Hour mod for C&C: Generals, a mod that was widely acclaimed.
Whaddaya think? :)
pseudonym
3rd Mar 05, 7:52 PM
Oh, the above was posted on page 2! Still, I like the idea though.
Abyss
3rd Mar 05, 10:38 PM
Clickable Delete for brave heroes like Robcucio also read the wuote for othe stuff he needs
First of all, I want to congratulate the developers of this game for being one of the most accessible games I have played in a long time. I don’t know if it was planned this way or whether it is just good interface design, but good job. I do have a few minor suggestions though which I will get to shortly.I’ve been posting on here a while now and I want to talk about some of my experiences playing this game. I have a physical disability which makes many games difficult, and in most cases impossible to play. I am pretty much limited to RTS and board games, as FPS are just impractical. You see I have weak muscles and a limited range of movement, so if I use the keyboard then I cannot use the mouse. And if I use the mouse, I cannot use the keyboard. Game controllers are too heavy for me to use. Add to all of this, I lie down most of the time, unless I go out, due to breathing difficulties and back pain. Try playing any game lying down! I currently have a Microsoft Intellimouse Optical, which has 4 buttons. Microsoft obviously never thought about someone with a disability using their product when they upgraded their drivers, I had to roll them back after upgrading due to them removing the ability to set individual custom keys to the buttons, instead of key combinations such as Alt + key. But with the old drivers I can set the mouse buttons to absolutely any key. For DoW I set the left side button to shift, the right side button to alt, and the scroll wheel button to delete. The scroll wheel still allows me to zoom in and out.The fact I have to waste a key due to there not being a delete building button in the interface is annoying. I wish I could select a building, then select a button to delete it. I would love to be able to use the wasted key to select my FC, but then I’d get attacked while building, or my dreds will get stuck.A pet hate I have gotten around is the idea many game developers have adopted that to skip intro movies you must press escape. Why escape? Any key or mouse button should do the job so I can click any mouse button to do it! So to get around this I have removed the start of game intro movies from its folder.Another thing I cannot do is control group squads. Remember Empire Earth? You could do that with mouse clicks. Select your squads, right click a group button. Then from that point onward, left clicking the group button selected that group.To finish up this rather long post, the last thing I have difficulty with is communicating in game. I can’t, it is that simple. So in 1vs1 I look like I’m being a rude ignorant player, and in 2vs2 or higher I have stopped playing due to not being to talk to my team. In FFA I often get kicked at the setup screen for not saying “Hi” to the game host! Does anyone know if speech to text programs work in games? This would help heaps.I just wanted to share this with everyone and in no way do I expect the developers to make changes just for me or others in a similar situation. If anything I want to congratulate them on the job they have done with DoW’s accessibility and further encourage them to develop games while thinking of the disabled user in the back of their minds.
"Salutes"
Rayden
4th Mar 05, 3:49 AM
Minefields have 1 big disadvantage. If a unit triggers a minefield it gets visible for all all other units. This makes it rather useless. Because it is destroyed too fast. There could be 2 methods to fix this
1) Minefields takes less damage from all ranged weapons (reduce by 50-75%).
2) Minefields can only be uncovered by units who see invisible buildings.
I prefer the second solution. Anyway solution 1 would force a slowdown of enemy forces which seems to be a good effect for good usage of minefields.
Rayden
4th Mar 05, 3:54 AM
Eldars have the possiblity to "deepstrike" banshees into a battle with the Falcon GravTank by jumping over the battle and unload the banshees (if this is wrong i mean the tank which can transport troops ;) ).
Something similiar should be possible for the Rhino. Maybe some "storm" option which lets the rhino drive into the battle and throw troops away (with minor damage). To prevent abuse of this function a solution could be that this ability is only possible if the rhino has marines loaded. So it could be a "storm and unload" combination. That's means you select the point where the marines should be unloaded and the rino drives to this point regardless of enemy infantry and unloads the rines there. (in a certain range ;) )
Cpt Shadow
4th Mar 05, 6:08 AM
1) since the Imperial Guard are coming why not cover the main ones such as Catachans and the others whos name i cant quite remember lol sorry
2) What about the other parts of the Imperium's agents such as the Daemon hunters and assasins and other such characters like Commisar Yarrick
3) More Freedom to create and edit in Army Painter
4) possible other races such as the Dark Eldar and newer ones like the Tau
Rapier
4th Mar 05, 12:31 PM
A summary of the Suggestions box posted sequentially, or stickyed above it, so that we don't keep making the same suggestions.
An in game filter for settings like quick start, so that you can filter out games which have major settings discrepancies with what you like.
Changes to the interface for showing jump, attach, and other similar modes, to make it clearer when you're in such a mode, without having to read which one you're in.
Implementation of greater terrain effects, and larger maps, to make tactics more fluid and battlegrounds have a larger impact on players. Hopefully adding more strategy and manoeuvring.
More single player, and more options to improve single player (perhaps being able to set computers to different difficulty levels, or set a "personality" for them, such as techer, rusher ect. This would allow you to train against tactics, or just to have more fun with the computer)
Question
4th Mar 05, 8:12 PM
To the developers : Regarding the skimmer bug,which makes the unit behave VERY oddly,will you be doing a "hotfix" by making all skimmer units "normal" units till you can fix the bug?Because its very annoying when skimmer units do crazy things like try to charge down marines or in the case of platforms,slow down the attached guardian squad to the speed of a snail whenever the squad needs to make a SLIGHT change in direction
TomForestGobli
7th Mar 05, 9:13 AM
I think updating the space marines so they're more in line with the new 4th edition space marines. Essentially making them groups of 'Knights of the Realm'.. with machine guns.. but seriously if anyone's seen the new models, theyre pretty damn good.. and also seeing as the Guard are being added, the game will still retain its human element as the new space marines are portayed as a world apart from humans.
Basically other ideas stem from this first one, inclusion of the outrageously awsome new company champion, chaplain, standard bearers, the incredibly brilliant new techmarine, basically just updating the space marine models a bit so they look like the decorated war heroes they all are.
Plus i like the idea of sub races, always have, although since the SM codex rerelease, ive held more respect for ultramarines. Have you seen those honour guard? Wow. So yeah basically subraces are a definite want.
Robcucio
7th Mar 05, 9:04 PM
As everyone is aware, people are annoyed by the LP interrupt feature mid game which was left in to stop scouts rushing and stealing points early.
The following, rather large thread states how bad the problem has become. http://forums.relicnews.com/showthread.php?t=57861&page=1&pp=15
My suggestion is this:
Allow LP interupt, but...
Destroying an enemy LP, or even deleting an LP, makes it neutral. Besides, how would a flag underneath an LP survive a rocket nuking it without catching fire and disintergrating anyway?
Das_Omen
8th Mar 05, 12:24 AM
"I was thinking that it would be great if a mod was made to have four subclasses of each different race, so it'd be the following sort of thing:
Space Marines divided into:
Game original
Blood Angels
Ultramarines
Space Wolves
Imperial Fists
Chaos:
Original
Khorne
Slaanesh
Tzeenech (sp?)
Nurgle
Eldar and Orks: ? (sorry, don't know enough game fluff!)
The premise of this being that every subclass is based loosely around the original but with it's own unique advantages / disadvantages, for instance with chaos you may have something that reflects the mindlessness of Tzeenech marines in the form of a moral immunity with some counter balance, plague marines could have increase toughness at the cost of mobility etc.
Each could have it's own unique heroes too, for instance chaos could have different sorcerer spells, different greater demons etc. Space marines could have heroes based on chapter.
This is akin to the Zero Hour mod for C&C: Generals, a mod that was widely acclaimed.
Whaddaya think? "
Bad idea...it completely wrecks game balance...one of the main reasons i stopped playing C&C Zero hour...it just becomes air force after air force (or infantry after infantry)
Ethrion
8th Mar 05, 2:22 AM
Have the ability to upgrade or research Terminator armour for the FC upon building the orbital relay. That would be a nice add-on for the FC. Of course all other race heros would have to have an equal upgrade - CL would get similar terminator armour, FS would get something and the Ork Warboss/Big Mek (whichever) bolts on some more armour.
I have a recommendation for the problem of LP spamming. Rather then having the flag immediatly go back up to full when a LP has been dropped on a SP or CP, have the flag remain at its current state. If the opponent destroys the LP he gets to start capping from where ever he left off. This serves as method to give both attack and defender a more even ground. The defender can't just delete the LP cause the attacker can start capping immediatly from where he left off. At the same time, he can use it to hold the point while he gets his forces there to fight.
fragba1t
9th Mar 05, 10:09 AM
i did not read all the posts before posting this so bear with me if this is reapeated...
# better way to deal with replays like a screen displaying relevent information instead of that tiny box. any1 with a decent sized colection will have problems finding a particular replay
Rapier
9th Mar 05, 10:47 AM
Better filters on the games avaliable list (mainly I want a filter for quick-start/standard, since the two are hugly differant) but a filter for each of the changable settings would probably benift people in finding the kind of game they wanted, more easily, smoothing out the process of joining custom games, rather than automatch.
Stop always closing threads which may be possible for discussion threads and linking or telling people to go to the suggestion box, where it's far too long and unweidly to read other suggestions and impolite to comment on them anyway :p
[TKOTT]_Cane
9th Mar 05, 12:29 PM
Something that would absolutely rock.. would be that units as a whole gaine experience as they fought, so your unit of space marines that you built at the beggining could be hardened veterans! at the end of the game if they are not wiped out before that.
Oh and give the Rhino some sort of weapon.
An1m4L
9th Mar 05, 4:03 PM
make LP's appear only when the builder is there! :p
remove the aoe attack on the FP's, nerf the kustom blasta, up the cultists hp, reduce slightly the speed on the scouts. :bandit:
ozzphreak
9th Mar 05, 4:35 PM
i think they should add more to chaos than just khorne junk. there are other chaos gods and the power of chaos shouldnt be revolving around khorne and undivided. should be able to add the marks of chaos and have some different powers apply for each.
Burns
10th Mar 05, 8:27 AM
Hi, how about reading the first post of this thread again? Particularly the part about not replying to other people's suggestions - this is not a discussion box. -Moe
Khornight
10th Mar 05, 9:19 AM
I would like to be able to overwatch single units (ie the FC, BT, Sarg etc...) so that they were replaced as soon as they die.
(obviously like a lot of other people, I would like the online experience fixed more than anything else)
[AdF]GSG17
10th Mar 05, 7:55 PM
when players drop in a teamgame, the rest of the team gets control of his units and the cash.
friarboy
10th Mar 05, 7:59 PM
Eldar:
One reason why I cannot stand to play this race is the FOF. Since when is running away a "special ability?" Make it intuitive. Whenever you select a unit, and single click on the ground, it should move there. Double click and it should run, ie FLEET OF FOOT. It requires too much micromanagement to have to select each unit to have it turn on its rocket powered skates, and then have to turn it off so they can get into combat, and then have to turn it etc etc etc
[TKOTT]_Cane
10th Mar 05, 8:39 PM
Oh another suggestion.
Horrors are great. Just make them be able to add members to a squad. Really 5 daemons! no one builds then exept me! :bandit:
Oh and I keep on insinting on the experience.
Pegasi
10th Mar 05, 10:46 PM
Improve Situational Awarness in game.
Set or create an "Auto-Cast" feature similar to right clicking on the reinforcement button for Overwatch. Ie, throw grenades when in range of first attacking units. Improved microing options in the HUD.
Voice Chat in a player created lobby/ability to create a "game room" that will allow members to communicate and discuss tactics with other members(verbaly), Guild/Orginization Tags with Guild rankings and Automated Tournys for Organizations and Individuals. (Tournys would be based on Rounds and elimination, semi finals, finals....ect)
I think Voice chat would really help to develop a strong community and keep present players to continue to play.
The Old Mplayer had similar features and worked great with some RTS games.
If voice chat is out of the question then a major revamp of the present multiplayer system should be made, similar or better than Battle.net, or better than what was Mplayer. Not to suggest that everything should go into Gamespy directly.
Observer mode in multiplayer.
Pause Replays, (looks really cool to pause a big fight and rotate the camera around all the units)
Selectable Race Specific music tracks
Sunburner
10th Mar 05, 11:39 PM
Mainly upgrade suggestions for current Armies:
Space Marines:
HQ: (Capt. Lib, Chap, Apoth) Stormbolter Upgrade
Termie Armour Upgrade (req SB upgrade)
Chaplain: Boosts Moral and nearby squads don't break as easy
-Upgrades: as above (including Plasma pistol upgrade)
Terminators: Cyclone ML, Chainfists
Techmarine Squad: Tech Marine (upgradeable Servo Harness, Servitor Squad) on field repair team basically
Bike/Attack Bike Squad (if necessary)
Note: Once a tank upgrades to one variant it can't upgrade to another (including my method of Rhino upgrading to razorback)
Add Stormbolter Upgrade for all SM Tanks:
LR Upgrades: Prometheus (0-1), Crusader, Helios (easy use Whirlwind Turret)
Pred Upgrades: Baal Pattern (additional upgrades Hvy Flamers)
Note: if u upgrade sponsons before this upgrade u can't upgrade to the Baal pattern
Rhino: Add Default Stormbolter
- Can upgrade with Extra SB (but with this Upgrade can not upgrade to Razorback)
- TL HB Razorback, TL Las Razorback OR Multimelta Razorback
ADD Vindicator to list
Moving Cannon of death (gotta love that..smoother than defiler)
Dreadnought:
-Add TL Autocannon to arm upgrades (longer rage infantry munching)
- Mortis Pattern Research for Hellfire
- Mortis Pattern Upgrades to 2 TL Las, 2 TL Missile, 2 TL Autocannon (I prefer the TL AC)
Landspeeder:
-Add Typhoon pattern upgrade
CHAOS
Units/Vehicles/Abilities:
a Nurgle Tzeentch, Saalenesh, Khorne Army Branching System. Basically Choose your Branch (or Undivided), and u get special squads depending on the Daemon; If Undivided it stays the same (except Bloodthirster becomes Daemon Prince for Undivided instead). So Nurgle - DeathGuard, Khorne - World Eaters, Slaanesh - Emperor's Children, Tzeentch - Thousand Sons, and Undivided. Basically specializing the Chaos army, Possessed tanks etc. And certain Branches loose certain squads from Undivided, but gain others.
Eldar:
- Swooping Hawks, Dire Avengers, Fire Dragons
- Warwalkers (if necessary), Jetbikes (if necessary) Wave Serpeant (if necessary)
- Cobra, Night Spinner, Scorpion Type I/II Super Heavy Grav Tank
ORKS:
Ability:
Loot Vehicles: (don't underestimate this ability if added)
[easier to do than u think, once looted, add Ork icons, lower stats, more irratic aim, change loyal colours]
Excluding: Dreadnoughts, Wraithlords, Defiler & possessed vehicles and other possessed vehicles, unless un-possessed in some way..lol
Include: Every other tank and walker including Baneblade, Sentinals, (Jet/Attack) Bikes, WarWalkers, and every other Non-daemon/soul possessed vehicle
Liability - Orks after looting these vehicles aren't trained with those vehicles so they will damage the vehicle itself after a certain period of time, and less accurate due to the fact they are orks.
Vehicles: (excluding looted vehicle ability)
-Battlewagon
-Gun Wagon: upgradeable to Armoured Gun Wagon
-Weapon choice: Lobba, ZZAP Gun & Kannon
-Ork Bommer ( Like Orbital Strike )
That's pretty much all of it, heard rumours of Necrons, but I'll choose to ignore it until they release. Imperial Guard will be a supurb addon to the game (but improving current armies is a must)
- SunBurner
Rayden
11th Mar 05, 4:47 AM
1) Members of scattered squads should be able to shoot. It's annoying to see a whole squad dying silently just because of 1 marine which hangs somewhere behind.
2) If you select a enemy unit it will always stay in info window in stat bar. This unit should disappear from there as soon as it is out of sight range.
black_ranger
11th Mar 05, 5:15 PM
MORE Killing anymations thats the bust part of DOW
PLZ MORE
ornesking
11th Mar 05, 8:07 PM
dunno if it has been mentioned but is it possible 2 make a list in ure stats where u see who u played against pts won/lost etc. thats how it is on most ladders... then ppl can see who u played against who won and thing like that. would be great if u fixed that.
the-red-terror
12th Mar 05, 3:16 AM
I suggest some prioritizing built into the game. Too often I've become distracted and found that while i was comatose, an entire army of mine had been killed because they were very determined to kill a single building(usually unimportant) as opposed to roughly 50 orks with sharp things. I didn't even tell them to attack said building yet their minds were completely set on destroying it at the cost of their entire squad. Usually they fail to blow up said building, too. I demand remedy! Ooh, and bike squads!
a1ph4riu5
12th Mar 05, 8:44 AM
A bit of an odd request, but I'd like to see a map or two where the Space Marine statues have been defiled by the Chaos Marines and reshaped in their likeness. :)
Rocketboy
12th Mar 05, 12:28 PM
Just a small one, the Space marines and the land-raider. Although the space marines have some really powerful starter units, they can get let down by there "Soecial unit". The Eldar have the Avatar of Khane, The Orks have a Squiggoth, and Chaos have the Bloodthirster. The Space-marines however have the Land-raider. Although you can have up to 4 of them, 1 predator outmatches 1 land-raider in terms of overall weapon power and versatility.
My suggestion is either...
i)Lower the price of the land-raider to at least 3 so its only par with the predator, slightly less powerful, but can carry troops. Balanced.
ii)Don't make the land-radier the Space marines special unit, instead lower the price of the land-raider and include it, and include the land-raider crusader or what would be godly, a thunderhawk gunship. Strafing side to side, it should nail ground units with explosive weapon fire and multiple heavy bolters.
On top of this, and possibly in excess, In the table-top game Chaos have a Dreadnought and Terminators. Including Terminators when you have Defilers, which do almost exactly the same thing , minus the reaper auto-cannon would be pointless but including a dreadnought over a defiler could be justified simply by keeping the defiler as a siege unit with close combat as an extra, and the Dreadnought as a 3 point butcher. Essentialy the Chaos dreadnought should be in a constant rage, doing massive damage to the enemy, and its own units.
Just my 2 cence.
LoRd KoRn
13th Mar 05, 11:10 AM
1. A button with which you can turn of the artillery cannon of the Defiler or put the
priority of aiming on the autocannons.
2. As you can choose that a unit prefers to attack buildings you should be able to let you
unit do "safe fire". This means that it only shoots when it doesnt hit own units.
3. Usefull use of tarrain: Ruins should no longer be a unreachable fairyland. You should
be able to order your squad so take position between walls etc.--->cover
so areas with trees wich leave place (maybe special units like scouts, rangers).
4. main suggestion: Its anoying and unrealistic how squad B runs away from squad A
while squad C shoots down A. Possibility 1: A unit that gets attacked in melee (tied
up) should be looked for atlast 2/3 seconds they have to fight back for this time.
Possibility 2: Include the "break up" button. A unit that gets attacked in melee cant
simply flee. You are able to move the unit away when you use the "break up" button
so that the unti (surprise) breaks up with 0 moral. So u have to choose between
breaking up the unit and lose efficience or leave them fighting (with honor) in melee
until they or the enemys are dead. Commander units (like sergants) of squads, would
be more usefull as they have more or better closecombat-weapons.
Miramax
13th Mar 05, 1:27 PM
i suggest following races by preference's order :
- tyranids
- Necron
- Tau
- Inquisitors
i didnt quote imperial guard because this race is confirmed.
MAccrage1
13th Mar 05, 7:32 PM
Make close combat more "sacred", i.e. when units enter and lock in close combat, other units should not be able to target them. So in order to support a unit in close combat, the other units should charge as well or have them automatically fire at another enemy unit...it just makes more sense because most troops would not shoot at their comrades in cc and it would keep with the table top rules.
Although i do think there could be a "forced shot" action that would allow squads/tanks to fire at units in close combat, but have a percentage of the shots hit your own troops. Artillery could still fire at squads in close combat indirectly but not as a direct click order...dreads and other big units can still be hit by heavy weapons and other weapons since they tower above other units. individuals who are not in close combat but are running around their squad to enter it can still be shot at until they are locked in cc.
I just think it would make cc worth the trouble and allow for more hand to hand action :)
also, i think that weapons that are effective against heavy infantry (for example: reaper launchers, power weapons, plasma guns) should utterly destroy regular infantry, not do less damage... (I may be wrong with plasma guns...but you get the point)
Jonisb4ck
13th Mar 05, 9:00 PM
Oki my suggestion is to make the ladder, better look alike. That means game history of who u met in automatch, wins, losses...... All other strategic games got game history and it's good too see if ur opponment was good or bad etc etc... And can u add ranking for us which aren't in top 100. That means that u can see which rank all guys u meet are and what rank i got myself.
Thousand_Guns
14th Mar 05, 12:38 AM
Crazy idea to help make close combat wackier.
Squads using hand to hand combat (that's almost everyone but a few vehicles) force are stuck in hand to hand (cannot move) when they engage in hand to hand combat for 4 seconds. Whenever this happens to a non-vehicle squad (EXCEPTION: dreadnoughts, wraithlords, defilers, and Killa Kanz can get stuck in), they cannot have it triggered on them again for 30 seconds. If a squad that's been engaged in the past 30 seconds and a squad that hasn't are engaged in hand to hand combat fight in hand to hand to hand, only the squad that's been engaged in the past 30 seconds can be ordered to move, but when they leave hand to hand combat, the other squad can too.
Close combat *specialists* would be toned down (posse marines and banshees probably deserve a little toning down anyways) to compensate for this "buff" since I intend it only to make close combat with shooters an option.
EzyKill
14th Mar 05, 9:05 PM
My criteria of buying a Dawn of WAR expansion is simple, will it have community support in the aspects of a friends list and better channel support as well as more support from relic ongoing for the known game issues etc.
I was one of the top 20 or so when the game was released, and I played over 500 games in the first couple months, so I know what im talking about!
Also the game is too instant at the start, where the game can be won or lost based on the Force commander or other unique units, and most of the time this isnt even a skill issue, but rather a wrong place at wrong time and more of a luck issue.
The game needs to be more based on skill, another implement which is NEEDED is for the game to say races during loading screen unless of course someone picks random.
There are more issues but I can't think of em, without these things then I won't be buying an expansion, and neither will a lot of ppl I know.
Tsunamisan
14th Mar 05, 9:37 PM
Not sure if this was noted yet or if this is the right place for it.
Chaos squad cap needs a 1 oint increase to 21 for viehicles. Why? you ask. Becaus they have no units that could be queued up to max out the cap besides the transport wich is unarmed so not worth using in most cases. Other alternative is adding another tank other than the defiler and predator that only takes a 2 squad cap.
General Blaze
15th Mar 05, 3:57 AM
Lesse, notification for patches without revealing anything would be nice. ;) That way, you can tell us that a new patch is underway, but you won't have to reveal anything on what's inside. :D This keeps people less bitchy, more excited, seeing as revealing too much will fuck up everything while being silent will probably infuriate the players.
Second, for the expansion pack...COMMISSARS!! and Ratlings and Ogyrns. :D For the love of god though, DON'T put Roughriders in! They're stupid beyond belief!
Third: Prove them wrong and show them that the Imperial Guard Expansion WON'T destroy BALANCE. Show them that you DO take your games seriously!
Fourth: Conquer the Eye of Terror mode (aka Online Campaign.) Dawn of War will benefit a LOT from an Online Campaign. Players will be able to conquer planets and fight for their territory. :D
That's all for now. :)
[TKOTT]_Cane
15th Mar 05, 4:28 PM
I would like to stress the experience option for squads, and the induction of new units and the making dreadnoughts to have the option to be upgraded to VENERABLE or extra armour!, of course they would be more expensive but hey! whats this all about
PS ... experience is a must
Mirage Knight
16th Mar 05, 9:15 AM
It's probably been mentioned before - but it bears repeating.
One buildable SM Dreadnaught costing 3 support, starting with an Assault Cannon and Power Fist with the option to upgrade the Assault Cannon to a twin Lascannon mount and the Power Fist to a Hellfire missile launcher.
Bloodlet
16th Mar 05, 1:26 PM
More types of cover like bunkers or walls.
p.fom
16th Mar 05, 2:31 PM
More units. Complete the codex for each race.
a little logic in balancing please. example:
Sm fanbois cry nerf entangle so entangle gets nerfed to appease them and no longer applies to super units besides making it a useless tech all in all - meanwhile avatar which sucks in combat as is gets stunned by a single assault termie squad and dies without a fight.
So please: Logic - if you consider a certain concept unfair - apply it to ALL races without a bias.
k thanx.
Sons of Russ
17th Mar 05, 11:08 AM
SM Terminators should be able to have a Sargeant. They are supposed to be the toughest of the tough, yet they ran like nancy boys as soon as they lose moral....
Hicks
18th Mar 05, 11:34 AM
Some suggestions mainly for online gaming:
Online Lobby
- An online buddy list
I do not always want to switch between DOW and my instant messenger. I dont want to get messenger accounts at all. :D
- Building a team
When I want to play with my team mate the only chance is to create a game ourselves. If we want to join an existing game together (in order not to wait until all slots are filled up) its always "Whats the game name?" and trying to join does not always succeed for both of us. Building a team means if one of the team joins a game or creates a game, the team mates join that game too. Or nobody joins if there are not enough empty slots.
Hosting a Game
- Make the order of the players list editable
The host should be able to change the order of the players list (up and down for a single player). That way you can get a better overview of which player is in which team.
- Display the name of the game
Makes it WAY easier to do advertising.
- Always display the team number
Even if it is set to auto teams. Just disable the drop down box. That helps getting an overview.
- Ring a player
Its always a waiting until all slots are filled up. Sometimes I start doing something else. When I look back I see the slots are filled up and everybody is waiting for me (shame on me :-) ). If the host or another player could ring me and my comp would play a little sound, they could get my attention. That would also help to decide weather to kick a player that does not ready up. Ring him and if he does not ready up then, well kick him. (To prevent abuse a player should be able to turn the ringing off on this screen.)
Ingame
- Lagging display
Make the lagging window movable or move its position. On 800x600 it hides the chatting output. I can not read what the other players are chatting or I can not see who is lagging. :-(
- Shortcuts for a whole group of units
alt-<key> does ctrl-<key> for every unit in a group.
- Offer shortcuts for map positions
If pressed (e.g. ctrl-F2 to store F2 to recall) you scroll to a certain position on the map.
Thats it. Looks more like a patch request than a suggestion to me now. :duck:
I totally support everyone with melee tie-up suggestions. You should not be able to simply leave melee. I don't know how to make this though; maybe double damage if moving while attacked?
Also, Summoning of Bloodthirster. Why not make it unit-specific, i.e. BT summoned from Chaos Lord would be more powerful than one from Aspiring Champion?
Terrain. It's badly done. You really shouldn't be able to shoot through it :P But I'm afraid this is engine feature and cannot be changed.
Terrain again... dynamic covers? Craters left from such attacks as Orbital Bombardment could change into Light Cover. This would be a nice tactical thingie.
Pokey ork
20th Mar 05, 11:23 AM
Everyone says they would love to see the nids in the expansion right? [well a lot anyway] IF relic doesnt put in an entire tech tree etc of nids iv come up with a goods suggestion which a lot of the community i think would enjoy. Its called "survival" mode.
Relic [or a damn good modder] would have to make it since it would aquire triggers etc. Bassicly at the beginining u start with a commander of ur choiceof the race u have chosen. Then u have a selection of ONE unit from say chapal barracks /michine cult/boyz hutetc [no uber units] When all the players have chosen there commander and unit they start in a outpost [like in starship troopers or such]. u have 5 mins to get ur men in good defensive positions. after the 5 mins a MASSIVE amount of nid units [gaunts] start charging at u and ur objective is to survive 30 minutes.the further it gets inear the end MORe nid units start coming out. at saythe last 10 mins a Carnifex comes at ye. at the last 2 a Hive tyrant comes out and u have to kill it [along with the billions of gaunts constantly coming at ye]. IF this sounds a bit too difficult you COULD choose at the start a commander of ur choice a unit from ur races equiv of a barracks and one vehicle.
And there would be difficulty setting likes normal [just gaunts] hard [stealets and gaunts] harder[gaunts gargs stealers and carnis] Insane! [hive tyrants come every 5 mins with the other forces mentioned] And to add the fun factor this would only be one out of 3 other scenarios. one could be ur infiltrating a planet infested with nids.[same thing as the above like choosing ur units etc] another would be to kill all the synapse creatures [on the hive ships] and the one i mentioned above.
If relic isnt gonna add 2 races they could at least add this specific type of game mode.All they would need to make would be a few nids units. [just 3 units for the nids really. gaunts tyrant carni] And the final mission Which is bassicly like a kill team. U start in a corner of a map and ur in a hulk and u need to activate a self destruct trigger on the map [whilst fighting nids etc] and then getting the HELL outa there. Just a suggestion. The Gaunts wouldnt be all THAT tough [tiny bit more health than a grot but thats it] but VERY fast. they get harder with each difficulty setting.what do ye think?
rsook
20th Mar 05, 1:46 PM
1) Combat Priorities
I would like the option of giving units better priority in what to attack. The way it is now makes the micro unmanageable with large armies.
For example, I'd like to give my Tankbusta Boyz the priority to attack Vehicles, my Shoota Boyz w/ Big Shootas prioritized to attack infantry, etc. Its a pain that when I send in a large army to attack, 3 squads of Slugga Boyz decide to focus on chopping at a single dreadnaught when they would do better fighting Space Marines, or having my Tankbusta Boyz fighting infantry when there is a Fire Prism or Predator open. Making each squad do it individually gets to be very tough.
2) FOV fixed for Widescreen monitors?
I'm not sure if this is a proper suggestion, and I don't really understand this issue very well, but I am going to be purchasing a Dell 2005FP widescreen monitor soon and want to make sure this is addressed (although maybe this is a patch issue? I'm not sure)
I've read on widescreengaming that while in DoW you can alter the files so it displays the correct resolution, this crops the top and bottom, giving a FOV (field of view) decrease, so that you are stuck being zoomed in too far.
I would like this to be fixed. I'm not sure how to edit such files and I think that since widescreen monitors are becoming more prevalent these kinds of issues should be disappearing for computer-challenged people like me. :)
Thanks,
rsook
Exo-Kirby
20th Mar 05, 2:03 PM
Tanks can run over light infantry. Like..
Rhino Tank: Orc Ahead!
orc: bugger
rhino tank: -squish-
maybe as a 5 second ability? yes this will never go in but i had to speak my mind!
MagicLeprachaun
20th Mar 05, 4:01 PM
Id like to see units jump on top of tanks and start hacking at it, and there's nothing the tank can do than have them shot off by some other unit (to deter players from sending thir tanks as damage sponges)
like the squish idea
like to see Avatar and BT do the damage they say they're supposed to do, cause when i first go an avatar, i was like '1000 damage! sweet! makes it worth to cost' but i soon found out that 4 dreads can rape an avatar without suffering a singel casulty(sniff). way avatar is now, it's only use is the bloody handed incarnation of the god of housekeeping.
Exo-Kirby
20th Mar 05, 6:50 PM
another idea...
being able to scrap your current weapon upgrades and get new ones...Example.
SM squad has 4 plasma guns...runs into a tank, scrap them and get 4 rocket launchers.
useful, no?
Hand of Than
21st Mar 05, 5:18 AM
Give us more weapons to upgade with:
Meltagun: Bad range, Lots of damage to armor & infantry. Slow rate of fire to keep it good(but deadly) only against armor. Okay against heavy inf if you get them to the range.
Autocannon: Like hvy bolter, but slower rate of fire and more AP to its shots = good agaist light vehicles(traks, vypers etc) and okay against infantry.
These would add nice variety to so much used tactical squads and allso be very WH:40K fluffy.
GemmaReborn
21st Mar 05, 11:17 AM
-General-
Stick to the formula that got DoW this far. You guys have captured and portraid the atmosphere in WH40k brilliantly. The opening movie is just amazing, hats off to the makers. I would love to see more, endlessly.
The voice actors (FC especially), music, In-engine cutscenes, and gameplay all blend together to create quite a game. I dont even like to play RTS games...and this game kicks :banned:
-Campaign-
Formula should dictate all other campaigns.
Most will echo other opinions posted previously.
- Campaigns for other races. Campaigns period.
- More Units. Balance is the main issue here obviously. Biggest balance is adding major units, that will replace current units in role and use. Shoot for the odd units that are specialists, rather that introducing major units that could create instant balance issues.
- More races. Always a favorite. This could range from creating specific Space marine chapters, with specific gear used by each chapter to standard race additions.
Standard race additions would be easier than tailoring each chapter for balance so ill stick to races.
I would say the Tau or Tyranids should be added to the game next. Maybe the Dark Eldar...
Tau particularly. They are humaniod, have a "standard" military. They fit better in the RTS model than the tyranids, imo. Tau is a really good idea imo.
Tyranids dare i say the Z word? Insects are cool, could capture some of the attention of the SC faithfull, but runs the risk of seeming like a copy. But whatever, still cool.
Dark eldar is an interesting idea. They are all about Hit and run, mobility. They are pretty much pirates...not a huge inspiration for content, but could be a cool addition. We have eldar already tho...guess we have SM already too, and chaos...
I avoid the necrons, because of there power. Cool as can be, but if you bring in the necrons immediatly you have gone to the nemisis, the apocolypse. Everthing else after that is less in scope.
- Skirmish/PVP -
Ability to drop current weapon type and buy a different one. Squad level marines. Drop a heavy bolter and purchase a flamer. Adaptablity.
Inquisitor from the orbital relay. :smash:
Echo lobby issues from above, buddy list, etc.
Avoid tanks squishing ppl...poor eldar use hover tech. :hover:
Larger 1v1 maps, 2 v 2. I like the idea of having a long thin map. With several points in between camps for setting up lines of defense, and forcing larger scale battles. Even populating the DMZ with computer controled forces, imperial guards, other aliens. Without having any building units and no bases you could use them as a buffer between forcess.
You guys did a great job, just stick to the gritty formula you guys created and ill look forward to every DOW game/expansion that comes. thx :num:
mindhammer
21st Mar 05, 11:38 AM
My apologies if this has already been said before...
Unit experience would be nice, and a little bit of tweaking for the multiplayer lobby. Lots about that in other posts in this thread.
I'd love to see techmarines in the game!
What about having an option to set builder units to automatically repair any nearby structure or vehicle and the return to their previous position?
And a hotkey to center focus on the HQ?
This suggestion may be a little off, but I'd like to see the option of playing DoW in turns, something like TBS mode in addition to RTS.
The music themes and unit sounds for each race have been posted in the official DoW German site (http://www.dawnofwar-game.de/downloads/ - thanks Starkad). It'd be nice to see stuff like soundtracks, sounds, CG models of infantry and vehicles plus artwork as a bonus with the expansion or something like that.
Congrats to everyone involved making one of the best strategy games in history.
IMHO, DoW is right up there with Starcraft.
:bandit:
fuggles
22nd Mar 05, 6:48 AM
Razorbacks!
Give rhino's stampede and armour
Devestator squads
Wraithguard,
striking scorpions
Vibra cannon
Noise marines
Juggernaut
chaos landspeeder
More one vs one death animations for the lead characters
Adeptus arbites!!!
MagicLeprachaun
22nd Mar 05, 4:02 PM
like to have a "drive cam" for when squigoth(other veichels?) go on stampeed. Be quite fun to pick out all the pretty targets & works well with kill cam.
deadinside668
23rd Mar 05, 12:20 AM
here are some ideas.
1. have the ability to turn commanders off. so you can play games with just normal troops and vehicles, and no commanders.
2. more army painter freedom. so you can make color schemes for each type of unit. or if not that at lease so you can see more than just one unit and one vehicle.
3. the ability to make our on emblems or banners.
4. also for a new race. it should be Tyranids. they would bring a new fighting style and add more variation to the game.
5. have a single player campaign for each race
o ya and please but Tau in the next expansion after this one
another idea I came up with is that we should be able to have formation types. examples are line formation, box formation and more..
Atrox Morts
23rd Mar 05, 12:59 AM
A) Terminators
In order to unlock and build a Space Marine Terminator squad, one has to upgrade the Stronghold to tier 3, construct the Orbital Relay, capture a Relic strategic point and spend a considerable large amount of resource. Comparing their performance during battle with the cost to build them, in my judgment, it is indisputable that the current Terminator squads are NOT WORTH the cost.
Problems and suggested rectifications:
1) Tactical Dreadnought Armour
The current Terminator squads are not as tough as they should be. Although the health point of a fully upgraded Terminator is adequate (814 HP), his armour does not fit him well. At tier 3, his foes already have access to their most advance weaponry and most of the time their army size hits their population cap, and he can be easily overwhelmed by his enemies at this stage, especially against plasma guns or even bolters.
Rectification:
Come on, he wears the Tactical Dreadnought armour that is massively bulky and contains a full exoskeleton arrangement of fibre bundles and adamantium rods to support the heavy gauge plasteel and ceramite plates that form the outer carapace. His armour class therefore should be tp_commander or tp_vehicle_med :D instead of tp_infantry_heavy_high, at least making him more resistant to bolters.
2) Unquestionable will and faith - Terminator Sergeant
This is the major drawback. Morale of 450 does not match his will and his faith in the Emperor. Currently one artillery (War Trakk, Defiler etc) is sufficient to doom a squadron of Terminators and the lack of agility (due to their massive Tactical Dreadnought armour) worsens their chances of survival (they cannot teleport away as they were kept busy learning how to fly).
Rectification:
Well, by right a mere artillery shell should not be able to blow them off considering the sheer weight of their armours. That is why they move so slowly. Only powerful, sophisticated weapons like the Eldar Prism cannon, BT's Axe of Khorne, Avatar's Wailing Doom and etc are able to do that. Besides, any SM squad must be led by a Sergeant including Terminator squads. They guy shown below should be made available for requisition, the Terminator Sergeant. He is elite who has fought in thousand battles. He is equipped with the feared Tactical Dreadnought armour, a Storm bolter at his right arm, a Power Sword and a Terminator shield (not Storm shield) on his left arm and as usual a standard pole at his back. Perhaps he would gives an extra 200-250 morale and morale regeneration boost to his stalwart brethrens, giving them a total of 650-700 morale and of course, the "rally" ability.
http://www.geocities.com/atrox_morts/terminator_sergeant.gif
Terminator Sergeant
3) Weapon Choices
The following are the average damage per second done by Terminator Storm bolter, Power fist and Thunder Hammer respectively. They are generated by Vertigo's Perl scripts:
Storm Bolter
Is Melee weapon?: false
Accuracy (when still/when moving): 80% / 50%
Base Damage (Min-Max/Absolute Min): 22.50-27.50 / 2.50
Morale Damage: 4.00
Range: 25.00
Reload time: 0.50
Setup time: 0.00
Calculated avg. damage output per second (standing accuracy):
tp_building_high 6.80
tp_building_low 15.30
tp_building_med 5.44
tp_commender 6.54
tp_infantry_heavy_high 16.67
tp_infantry_heavy_med 20.40
tp_infantry_high 16.53
tp_infantry_low 11.90
tp_infantry_med 18.89
tp_monster_high 4.00
tp_monster_med 19.83
tp_vehicle_high 4.00
tp_vehicle_low 7.77
tp_vehicle_med 5.83
Terminator Power Fist
Is Melee weapon?: true
Accuracy (when still/when moving): 65% / 65%
Base Damage (Min-Max/Absolute Min): 137.50-168.75 / 10.00
Morale Damage: 60.00
Range: 0.00
Reload time: 2.00
Setup time: 1.00
Calculated avg. damage output per second (standing accuracy):
tp_building_high 8.46
tp_building_low 18.91
tp_building_med 6.47
tp_commender 13.02
tp_infantry_heavy_high 20.40
tp_infantry_heavy_med 25.38
tp_infantry_high 20.40
tp_infantry_low 14.43
tp_infantry_med 23.39
tp_monster_high 3.27
tp_monster_med 24.39
tp_vehicle_high 3.27
tp_vehicle_low 9.46
tp_vehicle_med 7.32
Thunder Hammer
Is Melee weapon?: true
Accuracy (when still/when moving): 65% / 65%
Base Damage (Min-Max/Absolute Min): 110.77-135.38 / 10.00
Morale Damage: 60.00
Range: 0.00
Reload time: 2.00
Setup time: 1.00
Calculated avg. damage output per second (standing accuracy):
tp_building_high 11.33
tp_building_low 25.50
tp_building_med 9.52
tp_commender 13.08
tp_infantry_heavy_high 30.00
tp_infantry_heavy_med 37.40
tp_infantry_high 33.06
tp_infantry_low 22.10
tp_infantry_med 37.78
tp_monster_high 4.86
tp_monster_med 39.67
tp_vehicle_high 4.86
tp_vehicle_low 15.54
tp_vehicle_med 12.24
There are 8 of them per squad. So you do the math, presuming all of them hitting a single target. Impressive right? Storm bolters are very good against infantry, while Power fist and Thunder hammer can tear most buildings and vehicles apart easily but only in close combat. Unfortunately, with the present deficient Tactical Dreadnought armours and their despised morale, it is very difficult for them to engage the vehicles in CC at the front line and this greatly reduces their anti-vehicle ability.
Rectification:
Apply number 1) and 2) suggestions. I have thought of Cyclone Launcher Terminators but their Cyclone Launchers are effective against infantry only. They do not need ranged anti-vehicle weapons as their CC damage is good enough to do so after all.
http://www.geocities.com/atrox_morts/CL_Terminator.gif
Terminator with Cyclone Launcher
B) Land Raider Crusader
The above suggested rectification sounds unbalance? Not at all. Unless Relic team replaces the Land Raider with Land Raider Crusader, otherwise the above mentioned suggestions should be seriously considered. I do not mind you limit the Land Raider Crusader to 1 unit per chapter as it alone should be able to give enough fire support to the front line, unlike the present Land Raider's deceiving twin-linked lascannons that are actually only effective against infantry.
http://www.geocities.com/atrox_morts/lr_crusader.gif
Land Raider Crusader
C) Apothecary
What? A HQ class unit with just 200 HP? It makes me think of a Servitor wearing a Space Marine suit equipped with chain swords and engulfed by healing aura. Come on, he is one of the HQ class units and thus his HP should be on par with FC or Librarian. Sounds too demanding? Ok, at least 360 HP, equivalent to that of an ASM so that he will not fall by just taking one blow from the Big Mek (without "Tougher Bosses" upgrade).
http://www.geocities.com/atrox_morts/Terminator_Captain.gif
Space Marine Terminator Captain
" We are the Emperor's finest and we know no fear. For the EMPEROR!"
- Space Marine Terminator Captain
chuklesdaclown
23rd Mar 05, 2:01 PM
You should make some more balance with units
EX: with chaos the tutorial says that they are build for hand to hand and when I send a defiler against a dreadnaught it always gets beat even with 2 to 1 though realistic to table top the BT loosing to a avitar isnt what is up with that my BT never looses to a avatar in the table top so in this case that excuse wont work same with assult marines to raptors... my sugestion use daemons to balance their asult capabilities and better tanks for IG More upgrades for SM they are supost to have better resources anyway
another point is that I made earlier and would like to reiderate after reading a post from a DoW team member is that IG is not enough of a update and I think we deserve atleast tyranid or tau as an extra race and I dont think it is that hard to do and keep balanced as I have seen 50 or so mods with the same idea but I want somthing official I can play friends with and complete strangers easily(so they dont gotta download a mod) afterall I am giving you 40 to 50 bucks to recieve just IG as a extra race!? also if you ask me the main reason I would buy the expantion would be to get new races and better the current races like ingame customizing of the army (like becoming a thousand son or Slanesh army for chaos gods or dedicating yourself to a sm chapter) and I repeat yes this may be hard but you are geting 50 bucks to do this and I think the extra mile will pay off.
MagicLeprachaun
24th Mar 05, 3:12 PM
Alright, i have an idea that will definetly not be in this expansion :smash: , but is an idea for future expansions, and my idea is:
have X# of players, be able to able to designate a certain amount of players as 'base builders' and a certian # of players as 'commanders'. The base builder do exactly what every one does nowadays in DOW: build base, gather resorces, build troops, send the troops agaisnt enemy troops & kill the other players. The commanders will have a different role though. They will be given the command of one(or two) squads, and gets a first person view of the battlefield. They will control one individual(usually sargent or something) and give his own orders to his squad.
here's a summary of the features that they should have if they ecide to eventually inculde this feature:
1. Base commander has stighly less detailed graphics than commander (since he's floating a mile above the battlefield or so), and commander will have a more detailed veiw in the area he can see (maybe get radar like in other first person shooters), but cannot see the whole battlefeild, an so can only focus on where he is (unless told by base bulder about things like :enemies comming to his postiion, need help back at base, ect.)
2. add more to the aspect of units taking cover (crouching behind any cover they can find, lying down in a ditch) too add to the stratagy, and allow the first preson view of the 'commander' and the world view of the 'Builder'. could have units taking cover behind anything (trees, bushs, dips in roads, tanks) and recieve degrees of cover depending on a: size of object and b: material cover is made of (bush obscures vision = cover, but doesn't do as much as a brick wall would provide)
3. give leaders(sargents, warlocks, noobs) more weapons options ( Lightning claws, ect)
4. Allow cammander to start off in world view as builder, but then selects a unit to take command of (could have requirements like a leader/builder allowing commander the option of taking control of certain units). After commander selects unit, he cannot give up command until his character dies, at which point the player who killed him recieves a req + power bonus (or penalty if owner kills unit).
5. New damage system to allow commanders to have a more 'real' FPS experience, but still basing it on what it currently is (if commander takes command of unit with X% accuracy, then X% of his bullets he shoots will go in the direction he points)
6. have a CC system that commanders can use (a = quick stab, p = power attack, b = block, c = parry ect)
These are just a few features that could be included (if relic decides to go forward with idea), but i personally wouldn't expect it untill DOW 2 comes out or something. It would add a whole new level of stratagyto the game, as it could give the option of players playing either a RTS or a squad-based FPS. Sure a commander would either drasticlly improve the squads effectivness, or darasticly reduce it, but it would cause the game to appeal to FPS fans, 40K fans, and RTS fans. I for one would love to be sneaking along with a squad of rangers under my command and peaking around corners, sniping enemy troops (would require rangers to actually do damage to convince me though).
DemonHunter_666
25th Mar 05, 2:18 PM
#7 Firedragons, wraithguard, HQ choices for eldar -testthewest
FireDragons are an Aspect warrior they would b basic troopers tbh, Wraithguard are dead warriors like the WraithLord these are within the 'Elite Troop Choices' within the Eldar Codex therefore they would b troop choices takin up the same ammount as a Terminator Squad id love to c more troops for the eldar tbh.
for a new army they should bring in another alien race eg, Tau, Tyranids.
rather then another army of the Imperium
3. give leaders(sargents, warlocks, noobs) more weapons options ( Lightning claws, ect)
within the WH40K rules the only army to have Lightning Claws are the SM only those strong 'nuff to weild them therefore that would b Terminator Assult Squads now allowing TAS to upgrade a certain ammount of them (say 5) to Lightning Claws would be brilliant. Give the Chaos a Dread would b gr8 to with the ability to upgrade it with Demonic Possesion.
With Regard to Atrox's ideas etc,
Terminators are the strongest part of a SM army i have found i have nvr lost one squad in a battle, Terminator Captins are really Force Commanders with Terminator Honers therefore u cannot have 2 only 1, to b able to upgrade Sargents to Vertren Sargents be nice and give the ability to get Veterns in a Terminator Squad.
(sorry about my spelling)
Beebop
25th Mar 05, 2:34 PM
I dunno if someone has written about this suggestion or not (12 pages x_x ) but I'll give my 2 cents ;)
The suggestions are for campaigns. I think it'll be cool to have missions with objectives other than building your army and destroying the enemy's base, which is an all too familiar scene with RTS games. It'll be nice to incorporate some of the scenarios from the TT games to the campaign missions.
plus, I think it'll be kinda retarded to put every unit of the 4 selectable race of the TT game into DoW: WA. The units now are pretty good. A little more unit for each race is ok, which i guess is a req for expansions. But w/ that many Space marine variety, let alone the other races, it'll just be mess of micro management and clutter. Micro management bites, I wanna have fun, not do busy work.
risner
26th Mar 05, 4:59 PM
#1 ability to group buildings to set waypoints all at once.
#2 ability to group turrets to fire all at once.
#3 ability to rewind replays and ability to jump to time.
#4 ability to pause network play like in all other multiuser rts games (TA, Ao*, etc.)
#5 ability to save multiplayer game. especially if someone drops so you can load game to continue play.
#6 ability to start game at different ages e.g. start at normal, tier 2 (monestry upgraded), tier 3 (second monestry), tier 4 (orbital.)
#7 ability for each player to pick his position number mainly to allow host to play on team 2 and to allow for team grouping without having players pop out and back into game.
#8 ability for multiple humans to play the same player number (like in Ao* where you could have two people playing one "player" so one person handles economy and the other explores early on, then later they both handle combat.)
Penitent
26th Mar 05, 10:05 PM
I like the idea of gaining control of droppers units.
igw_LXXVIII
27th Mar 05, 5:11 AM
I agree with testthewest multiple HQ options should be available for each race that give something different to their armys.
friends list please
Princess Bride
27th Mar 05, 6:04 AM
Wouldn't it be nice if you could get to see the Banners of those you have defeated? As the banners are all swapped for each game, would it be too hard to put the ones you "capture" in a directory that can be shown somewhere in the game? Date and Time would be automatically written with the file.. plus you get to see properly some of the artwork that people have done.
Plask
27th Mar 05, 11:21 AM
I would like too see nightspinner artillery for Eldar, some fire dragons and a second hq choice.
Obtuse
29th Mar 05, 2:14 PM
Full writing functionality for the gamespy, let us copy and paste addresses, for pity's sake!
Mirage Knight
29th Mar 05, 2:37 PM
Introduce Dire Avengers as a main troop choice (after acquiring an Aspect Portal). They'd be halfway between Marines and Guardians in terms of stats and cost but a bit better in CC than most Aspect Warriors (with the exception of Howling Banshees).
Restricting the use of Howling Banshees and Warp Spiders by having them take up 4 pop for each squad or allowing only 1 squad of each to be built. Banshees should be given an HP boost as well to compensate.
Restrict Dark Reapers by having them take up 3 pop, but give them an extra member. I'd also like to see the Exarch be given a knockdown weapon similar to the Vyper's missile launcher after researching Dark Omen.
Shadow Weaver platforms would be a cool replacement for Scatter Laser platforms.
I'll second that Fire Dragon sugestion!
And before I forget...Terminator Sergeants with banners :D
krjal
30th Mar 05, 2:23 AM
Okay, I originally posted this in the general forum so I could get some opinions before posting it here. It looks like people liked it so here it is.
Basically with so many people complaining, whining, exclaiming, etc. on the current state of Balance (particularly Eldar) I put some thought into some substantial infantry changes.
I'm gonna try to make this as easy to understand as possible as some people often can't be bothered reading huge blocks of text ;p so...I've got pictures for you as well :D
__The concept
Balance changes for existing units have to be made but I believe, with the specialities of Eldar units still playing a role that other positions need to be filled. More on new Aspects later.
First of all Warp Spiders and Dark Reapers (WS & DR respectively from now on) are not being used in the spirit with which I believe they were intended. PLEASE DO NOT RESPOND BY TELLING ME "THIS ISN'T TT, IT'S A GAME". The roles of units in the table top game has been determined for a purpose and I believe several changes toward this would help the game balance.
Simply put, I believe WS need to do a fair bit less damage to structures. They are currently much too powerful in this role 0WnZ0R1n6 both Ork infantry and their shoddy (no offence :D) buildings at the same time. They are meant to be elite infantry hunters, not siege units.
++Fluff Break++
WS use DeathSpinner guns. These sinister weapons project monofilament 'webs' at the enemy which they are caught in and quickly cut to pieces, faster if they move than not. See picture:
http://img103.exs.cx/img103/9240/wsexarch3ti.jpg (http://www.imageshack.us)
You can see some of the monofilament wire web hanging out of the barrel of the DeathSpinner.
+++End Fluff Break+++
Their counterpart therefore is the DR. For some reason, in DoW they seem to have been given some sort of assault gun when they are meant to be specialised siege units with rapid firing rocket launchers (Reaper Launchers). Something that confused me greatly when trying to use them for fire support and suppression was the fact that they do about half (don't quote me on this) the DPS to structures that WS are capable of.
Especially when you compare them with WS and exarch these 'masters of death' are pretty pitiful.
I'm proposing that to compensate with WS becoming less effective at demolitions (which they have haywire grenades for anyway) that DR regain their Reaper launchers and become a more viable siege option.
By itself this would probably make them too powerful and multipurpose so their light infantry damage would have to be reduced.
It’s almost a side note but Howling Banshees really need a little more AP, especially the Exarch.
Another addition to existing infantry should be weapon platforms for guardians. These would function in exactly the same way as heavy weapon upgrades for other races' squads. A limit of one (costly) platform per squad is counterbalanced by 1 free guardian and one guardian crewman. If the crewman is killed the platform is destroyed (obviously if the 'free' guardian is still alive you won't get another one with each platform)
By balancing the effectiveness of an individual platform this should counter the ridiculous platform rushes (sorta brings back memories of the early HW2 days doesn't it ;)) while bringing a little more strategy to the common guardian meatshield.
__New stuff
The forgotten Aspects! Biel-tan, the craftworld with the most Aspects of any other seems to have left half the compliment at home on this expedition.
It’s time for those Aspects missing from the game to make a return. Striking Scorpions (SS :argh:), Fire Dragons (FD), Dire Avengers (DA) and Swooping Hawks (SW).
For the moment I have left out the swooping hawks in favour of the DAs. I know some people might be annoyed but WS are really the most effective option for jump troops. I couldn't find a reason anyone would use them in-game other than 'coolness'.
(btw does anyone know the word limit for these posts? :D)
Normally when you build an Aspect portal you’re used to seeing this setup:
http://img179.exs.cx/img179/2261/normalstones2ky.jpg (http://www.imageshack.us)
And after researching the Soulstones for each aspect it looks like this:
http://img179.exs.cx/img179/4461/normalselection0ny.jpg (http://www.imageshack.us)
The changes to the aspects I’m proposing would look something like this:
When you build an Aspect portal you have a choice of six aspects rather than three. 2 options for each Soulstone ‘slot’ ie. If I chose to make a Striking Scorpions Stone I would not be able to build any Howling Banshees from this Aspect portal but I would still have the choice of building either Dark Reapers or Fire Dragons and Warp Spiders or Dire Avengers:
http://img195.exs.cx/img195/9858/newstones1mp.jpg (http://www.imageshack.us)
http://img195.exs.cx/img195/2088/newselection6mk.jpg (http://www.imageshack.us)
You’ll notice that there are researches for each of the new Aspects. To have room for these the appropriate research would appear after researching a Soulstone:
http://img195.exs.cx/img195/7482/newprogression4xg.jpg (http://www.imageshack.us)
Please note: The Avatar has been evicted from the Aspect portal and can now be found at his new address in the Webway Assembly.
__The Green, Red and Blue
Striking Scorpions can be viewed as slow and armoured Howling Banshees but they do have specific roles apart from the Banshees’. While HBs are a fragile hit-and-run distraction for the enemy SSs are meant for tying the opposition up in close combat and keeping them there. Their Soulstone would be equivalent cost to the HBs but each squad would cost more req as well as their powerful equipment upgrade.
This equipment upgrade gives every SS model in the squad a ‘Mandiblaster’ which is basically a weapon attached to the helmet which fires as they charge into cc. In addition, the Exarch receives the Scorpion’s Claw, a power fist with a shuriken catapult (not pistol) inbuilt.
Fire Dragons are the (much needed) tank hunters of the Eldar. Every model in the squad carries a Fusion gun. This is a melta weapon which can deal more than double damage to buildings and vehicles if they’re under half range. They are expensive and only have light infantry armour, so they need support but if you can get them close enough they’ll melt a dread to slag in seconds. Their equipment is Exarch based but well worth the req. The upgrade gives all FD Exarchs a Firepike, a more powerful and longer ranged Fusion gun as well as a melta bomb for those extra big targets.
Dire Avengers are (on the table top) simply a better version of guardians. And this is the way they should stay...but with a couple of twists. In addition to the power weapon wielding exarch (available after building Soul Shrine) the DA equipment upgrade lets any DA squad with Fleet of Foot enabled fire at normal accuracy levels.
The main thing to remember here is that a DA squad will cost considerably more than a Guardian squad and doesn’t have the option of a weapons platform keeping their role specific ie. Infantry Suppression.
__Conclusion
I think it’d be good :)
I hope people can take this in the spirit with which I’ve made it. It’s a bit of fun and I know its way too big for any one patch as the things I’ve suggested rely on balancing some of the other races’ units (a new heavy armour squad for Orks, vehicles rebalanced etc.).
If this kind of thing made it into the expansion I’d be ecstatic, but I’m not going to keep my hopes up. ;)
thanks
Plask
30th Mar 05, 11:25 AM
A cool thing would be if the seer council members all could be upgraded to farseers, like ind the tabletop.
Aphotic
30th Mar 05, 12:49 PM
1. Squad leaders for Terminators (to solve moral issues).
2. Any squad with a Force Commander/Librarian and no squad leader needs to be able to have the moral recovery (rally) skill as well.
3. When the Frag Grenade skill is activated, number of grenades thrown should be determined by the number of current squad members excluding special units.
4. Vehicles that have taken critical damage (health below 10%..allthough that number is debatable) need to be immobile.
I think those are reasonable suggestions, obviously they affect game balance :)
MagicLeprachaun
30th Mar 05, 1:13 PM
A few things i would like to see:
1. all weapons of the same type do the same damage (lasercannon on dread do same damage as pred).
2. units damage can be done in damage per hit rater than damage per second (add some chance to the game, allow people to be underdogs).
3. Go to tabletop tradition with damage: accuracy taken first, models have a chance of doing double damage(critical hit, with a 5 - 10% of scoring one, varies on models balistic skill), or an altogether miss (one again with balistic skill). then weapons strength vrs toughness (weapon having chance to do half damage(failed to fully wound) or full damage (sussefsul wound), then go through with armour, invunerable save ect (all traditional stuff)
4. able to uprgade squads (guardians to dire avengers, orks to Big uns, marines to verterans). could have a system were you need 2 units to be able to get 1 upgrade slot.
5. fix rangers (give them bullets instead of peas to snipe enemies with), give reapers proper reaper launchers (missles, not bullets), fill codexes for all races.
may say this is not tt, but a game. So what, best to stay as close to something that your tryting to base your game off of than go do whatever, can lose the tt fans.
megasaur
30th Mar 05, 3:33 PM
Please raise the unit cap it is far too low. It becomes apparent when you use obliterators as you will find yourself commanding an army of 16. It hurts the fun factor as there isn't anywhere nearly enough carnage especially for 1on1s where the end game casualties is usually under 100.
megasaur
30th Mar 05, 3:51 PM
In Warhammer I notice that the soldiers fall to the ground without a mark on them and this doesn't make any sense. The dead infantry should look different depending on what they get killed by, some should decentigrate others should be in pieces. Also dead troops and blown up tanks shouldn't just instantly dissapear they should stay around for a little.
Karn888
30th Mar 05, 4:30 PM
i would like to be abel to set whare i and the computers start lik in C&C generals
also i would like to be agel to set computers at different levels like 2 ez and 1 hard
Road-kill
7th Apr 05, 12:03 PM
I haven't got a copy of the Armour codex, so I don't know if this is 'allowed', but:
The both the Chaos Predator and SM Predator had only two type of gun: anti-infantry and anti-tank. For (at least) the IG, who not have the option of being able to have heavy flamers (and maybe other weapons like multimeltas or plasma cannons) replace weapons? I know the TT does this as the FW shop has flamers for sponsons...
I think it would be cool to c the Tyranids in the game :matrix:
don't know, if it was mentioned already but I would like to see some kind of loading progress bar for multiplayer games where you see the loading status of the other players and where you see if someone had problems during loading and if so an option to cancel the loading progress
woody2
8th Apr 05, 3:39 PM
I am a sensible person, I will ask for something so incredibly simple and yet highly needed is more battlephrases.
For example-more general quotes and more specific quotes.
e.g 'Courage and Honour' for Ultramarines.
or battle phrases that praise thier primarch 'For Russ' (primarch of Space Wolves)
also, chapter specific bonuses would be a nice addition.
Space Wolves- some sort of cc improvement maybe
Imperial fists-improved range,accuracy and damage of all artillery pieces
Blood Angels-Black death mode thing, frenzys them like chaos thing (read it in a book somewhere they do have it!)
Ultramarines-improved morale and accuracy and perhaps a 'volley fire' option which is much more accurate and deadly than 'fire at will' until at short ranges. (note-not applicable to orks and certain chaos)
of course all this applies to the other races (chapter, clan specific abilities etc, I just don't know much about the others, I am sure others do though.
thanks in advance to anyone who decides to pick up on this idea, I hope it isn't too late to add this post.
p.s all the chapter specific things I have stated are true, check out the assorted books
this therefore is even more reason for clan/cult/chapter/crafeldar abilities
Never!
Warmaster Slaydo reply upon being questioned about under which circumstances he would consider surrender
Once again I'd like to point to the first post and stress that you are not supposed to discuss each other's suggestions here, guys. Just drop off your ideas please, don't start a discussion over those of the other posters.
megasaur
9th Apr 05, 5:48 PM
webway gates are cool because you can build em anywhere. This means you can set up defensive areas which really adds alot to the game. I think all races should be able to build a webway type structure then build defense where ever they want. Kinda like setting up trenches or something.
Sneaker
9th Apr 05, 6:37 PM
I want to be able to target for exampel a worker that are repairing a machine cult without shooting at the building. Or target a guy ho is meeleing my building without myself juming in my building(orks).
Dont care if its ugly but draw better lines so that the enemy cant stand on a building.
I mean its a competetive game and then looks are not the highest priority (CS).
CHOAS MARINE
10th Apr 05, 6:20 PM
Major Enhancements that could go in Winter Assalt:
Weather effects
More textures in the Map Editor
webgates for each side including the new side
The ability to have troops Garrasion structures for all sides.
Lone Canadian
10th Apr 05, 6:46 PM
1) Weather affects -Snow, Rain, Night fighting, Metior storms (?)
2) An update to the mod tools from their beta stage if possible
3) A last stand, lets all climb atop our dead space marine special thing. Would just look cool. (Wont happen but here's to hopeing)
http://www.nugaming.com/assets/images/Warhammer40KSpaceMarineBattleforce.JPG
Nephilim.
10th Apr 05, 7:58 PM
More variety in units, which hopefully the expansion will bring. It's too clear cut to get heavy bolters against light infantry, WS against light infantry, plasma versus heavy. A little variety would be nice.
Khornight
11th Apr 05, 9:46 AM
I'd like the option of tech limiting (so you can remove tanks for example). Maybe just on skirmish, but it would be fun on-line too.
hybris
11th Apr 05, 5:57 PM
Regarding inactive and smurf accounts
1. Remove all inactive accounts that haven't been used for six months. That way popular names will be made available again once the user goes inactive. A lot of accounts haven't been used more than a couple of times last year.
...Regarding smurf accounts (top players registering multiple accounts to noob bash and spamming the ladder).
2. Enable a function to filter duplicate accounts, to see the true position of each player, not relative to other accounts, but other players.
...Or even better:
3. Only allow each CD key owner to register one account each. That way you would have taken care of all of the problems all together!
North Wolf
12th Apr 05, 3:11 PM
Interface:
An "all units activate ability" tick box in options, or as "ON/OFF" switch similar to overwatch. Rise of Nations had this in options, and that game has less to gain from it IMO. Would be nice for berzerk fury and so on. (Entire hot key group activates ability if they have it).
Game element:
Allow chaos to build a structure with a minor bonus/minus scheme out of four options. (To let them have patron gods). Adds variety to the game and makes it less predicatble, similar schemes could work with other fluff setups for other races. (would have a similar effect as the hero choice in Warcraft essentially, doesnt need to be so game altering though). So you pick ONE structure and can not build the rest.
Even if it only had minor impact, it would be cool-fun. (massive impact, tend to wreck havoc with balance).
DukeRustfield
12th Apr 05, 4:04 PM
Really good suggestions here. I'll support some simple ones:
-Random maps. Awesome idea. Keeps the game much much less stale.
-Bug fixes. Still lots of 0 dmg to armor type issues. Defiler stopping autocannon. Looted Tank only firing 1 bolter, etc.
-Overwatch abilities. Great idea.
-Types of stance are Ranged/Hybrid/CC. Unfortunately, Hybrid means they prefer range and won't ever close to CC. CC means if they are close they don't use ranged. I'd like another type where they will chase, using ranged but will prefer to CC. Either that or CC should more accurately use their ranged weapons. It's a real pain shifting a unit back and forth as units dance.
-Larger automatch map sizes. Chooseable. 5 minute games can be a turn off, especially for new players.
-Formations. Why does a tight group of units, after marching a ways, become spread out across the map? This is especially painful with Orks and having lots of squads.
-Spamming in the chatroom. Make it if you're in a game, you can't type in general or something. I'm tired of muting people. If we want to play a game, we can join it.
-Show rank/Ping on multiplayer games. People complain a lot about dead wood players or someone clocking in with 600 ping. This way, everyone can see who they are playing easier. At the very least show the number of games they've played.
-I love the different hero types and any other customizations. As it is, you have choices, but there should be more options. Do you want to go heavy CC or supression or what?
-Dancing. I don't use the word gay much as a prejorative, but this is gay. Some Space Marines in tights twittling around in circles isn't remotely intuitive, realistic, or fun. It reduces the impact of terrain and formations when people just run in circles. It gives a big bonus to speed and ranged units, who don't need much more love. If you are taking dmg, other than after being broken, your speed should halve. You're getting shot for crud's sake! Also makes it harder to flee or kite.
SchizoBadger
12th Apr 05, 9:41 PM
Have the menu screen have a huge ingame battle. For example: Ground Control 2 Pre-order demo had awesome menu (dont know why they didn't keep it, C&C Generals, etc. I just like letting the menu play and seeing all these guys shooting each other and just cool battles.
johnnycp
13th Apr 05, 5:02 AM
Rhino Transport: remove or make it better
Ork's buildings armour upgrade at tier 3.
Dranoel
13th Apr 05, 6:50 AM
Do something about the chaos voices (heretic and acolyte), get some mole transports for IG, exclude those bloody Rough Riders and implement some wacky squad ideas. We want new, amusing and interesting units to.
Oh and I think Moe had a suggestion too. Check the sig.
Ghostman
13th Apr 05, 2:05 PM
Option to allow the camera to follow a unit/commander... Always focused on that unit you selected. Would be nice for replays and the such.
Burns
13th Apr 05, 5:38 PM
Interior maps, probably unlikely in the ex but it would be interesting to see some ship or spacehulk boarding actions.
Khornight
14th Apr 05, 5:53 AM
I know this is probably only problem for a very few people but: can we have a directory structure for new maps? it's really annoying at the moment having to go through a list of over a hundred maps to find the one I want...
admiral_the
14th Apr 05, 2:32 PM
Buff Cultists.
Make Horrortech viable in 1v1.
Give SM proper uber unit. Give bloodthirster much higer regen when drinking blood of troops.
Nerf Fleet of Foot.
Buddy list online.
Ability to set up a "team" in 2v2, 3v3 etc ranked games so you can play with your buddies and get ranked.
Ability to check disconnects/rating etc of people who join your game.
Allow SM/Chaos to delete heavy weapons and replace them.
martinmr8
14th Apr 05, 5:52 PM
how about being able to have units gain experience...veterans, elites??....or be able to take that sqd from mission to mission
Garick
15th Apr 05, 5:54 AM
Its may have been mentioned but I'd really love to see the replay function fleshed out a bit.
The ability to skip to a certain part of a replay, or more importantly, rewind in case I miss something 75 minutes into it, would be really handy.
megasaur
16th Apr 05, 9:00 PM
give chaos lord a special ability thats actually an equivalent of the force commander orbital strike. Otherwise its just unbalanced which is the reason for the "orbital strike too strong" threads
Kombat
17th Apr 05, 8:40 AM
Few sugestions:
1. FOR THE LOVE OF GOD FIX THAT :smash: #$*@! " PLAYER BEHIND NAT" BUGS. They are really annoying when trying to play direct game with more than 2 players behind NAT or on GameSpy when more than 1 player from the same nat tries to connect. These bugs can be simply fixed (i'm a network programmer so i know what i'm saying). Please do so in WA AND in patch 1.3.
2. Think about improving the "overwatch" function in such way, that when squad is full overwatch doesn't turn off and when member dies unit stars reinforcing immidietly.
3. Yes I'm repeating this suggestion but give us campagin for each race and i't would be great if they were story-connected (Starcraft is the example here).
I thin that's it, nice piece of work btw!
Road-kill
17th Apr 05, 1:45 PM
Allowing custom music? In Total Annihilation, once a game started you could pop the CD and stick a music CD in. EDIT: just to clarify, you still needed the CD to do anything else.
You could even specify what music (this applied to default music too) played, when: so track noe during battles, track 4 while building, so on.
Another idea is a confirmable slay option. More than once I've pressed delete (thinknig it was a viewpoint button, as it is in many other games) only for a unit or vital building dissapear in an explosion.
Had anthoer two. These are more Warcraft style, but it'd still be fun: Animated portraits, a la WCIII, and amybe one-liners if you click on them. Maybe not humerous, as that wouldn't suit the game I think, but random things, like 'a pack of Nobz yelling 'BUGGER OFF!' if you click on them repeatedly, or a predator saying 'You're gonna break the radio!'.
Tadatsune
19th Apr 05, 8:58 PM
This is a DoW: Winter Assault sugesstion:
Being merely normal humans, IG regular units will most likely have some of the worst melee capabulities in the game (the basic squads, not, say ogryn or stormtroopers.) It would be really nice if they got shotguns as an early heavy weapon choice.
Shotguns could deal high damage in an area, but at extremely short range. They would be most effective vs. light infantry, thereby helping the IG deal with orcish hordes. (most likely, not so effective against heavy infantry, slow refire, so things jump units like assult maries would suffer few adverse effects, but slugga boyz would take a beating.)
Thus the any unit which attempts to close with a IG regualar squad would have to pay a price.
General Blaze
19th Apr 05, 9:46 PM
Here's an easter egg suggestion for Winter Assault to give the game some fun unlockables.
For the Single Player Campaign, As Marines or IG, if you destroy a secret Chaos Base and hold a special Relic, you'll have access to a special armoury that'll let you upgrade your men to wield Holy Hand Grenades of the Emperor. For more comedy value, let the Librarian chant the holy words "First, you must lobbest thou Hand Grenade at the heretics, whom being naughty in my sight, shall feel the wrath of the Emperor's Holy Retribution, and thus shall snuff it." :D
Rashoman
20th Apr 05, 12:41 AM
1) Make dancing obsolete - I don't care how, but just do it. Its an RTS exploit that is too common to RTS games, and too lame. A skillled dancer can defeat a player who has built up a better war economy and assembled a better army, and that should not be possible. Perhaps make units half as fast when running under fire? Whatever.
2) Make LPs less vulnerable to Hero units as a way of making Rushing harder. An SM, Chaos, or Ork hero can take out an LP with little damage, making those races good for rushing.
3) Make Rushing a little harder in general. Don't know how, but certainly most 1v1 Automatch games are Rush games. Players will Rush, Dance, Rush, Dance for a while. I have learned to survive and even beat these attacks (sometimes) but I usually just quit when I see it because I don't enjoy so much clicking and mousing.
4) Another Eldar Hero. One that doesn't die every time another hero looks at her (is it love?).
My 2 cents.
Valhingen
20th Apr 05, 6:05 AM
I would love to see the AI take over players who drop rather than having their whole army go *poof* in midassault. For one it doesnt instantly ruin a game when someone lags out in the beginning and also if you crash (which happens to me quite often actually) you wont feel so bad about leaving your allies to their fate.
Leondegrance
20th Apr 05, 10:40 PM
Could you maybe include some Chapter skill variances in for the Space Marines. IE. the Blood Angles could have better CC than the average space marine and so on. Also, the Dark Angels don't have Assault/Standard Terminator Squads seperate. They can actually mix them together in one Deathwing Squad. For example, you can have lightning clawed and thunder hammer termies together with a couple assault cannon/power fist termies in the same squad.
These enhancements would do wonders for Space Marine fans!
Thanks!
Tadatsune
21st Apr 05, 8:31 AM
A suggestion for Eldar:
Right now, the Eldar only have 1 relic unit, and it is the massive Avatar. The avatar is way cool and has awesome powers, but it is very expensive, so one cant always afford to build it. Eldar should have a 2nd, more resonably priced (and powered) relic unit selection.
How about Wraithlords?
They are very cool looking, plus its wierd to have "Wraithlords" without a "wraithguard". They would be ultra slow and tough (atleast compaired to other eldar units) and carry miniture vesions of the D-cannon. A tough wraithguard w/ good anti vehicle/heavy infantry powers might be very benificial. You could make the squad size, say 3/6 Or, maybe, since they aren't alive, treat them like a squad of Vehicles. 4/4, and they could be repaired but not reinforced. Expensive and with a high population cost (4 unit or 3 vehicle?) no doubt.
Jarris
21st Apr 05, 12:27 PM
Tyranid should be a new expansion. Tyranid rocks
Thats kinda poor reason to add tyranids.
I'd personally prefer more customization to models and addition of the other Greater daemons, its weird for death guard or thousand sons to summon a bloodthirster.
Mjolliner84
24th Apr 05, 10:44 AM
I think it would be pretty cool if destroyed vehicles would stay on the battlefield overturned and burning or w/e. It looks kinda stupid how you get a really nice animation of when a predator is destroyed but then fades. Infantry should still fade, but only after about 30 seconds or so.
predator89
24th Apr 05, 10:58 AM
It would be so cool if you could up the unit cap limit to 35 or 40. Also a new race for the future could be the Tyranids and the Dark Eldar.Thanks
graza78
25th Apr 05, 9:37 PM
I dont know if this has been posted before, but I'd like to see ALL heroes' health halved and building time increased.
Why is it that a Force Commander can survive for 3 minutes under constant peppering from 3 fire prisms? (probably exagerating the time a bit...sorry)
Road-kill
26th Apr 05, 12:29 AM
More game types? You've got the 'usual' ones. How about some more unusal ones? Maybe try and work things like 'capture the flag' in. The flag could be in the middle of the battlefield and both squads have to take it back to their 1st HQ. when an infantry squad dies carrying it it rreturns to the 'point'.
Another idea would be scenarios. EG, player 1 and 2 have to destroy a certain something while players 3 and 4 have to defend that something. That sorta thing.
TheOrder
27th Apr 05, 7:05 AM
Since the thread for this got locked, my suggestion for a new chaos unit:
Since putting in full chaos god support is probably going to take more time than adding the IG side, the devs will probably slap something onto each of the original races to counter all their nasty armor. My best idea so far to achieve this end without it feeling too much like a ripoff (read: adding havoks) would be noise marines. I've heard from an GW employee that blastmasters are one of the best AT weapons in the entire game (http://us.games-workshop.com/games/40k/chaosspacemarines/gaming/eyeofterror/emperorschildren/default.htm). They would have new sounds, models, weapons, abilities the whole deal. Sure it would seem kinda strange having those when your playing World Eaters; but hey so does summoning Horrors. Leave all the rest to the modders....
Road-kill
27th Apr 05, 8:06 AM
Smoke grenades for things other than the transport?
It wouldn't be much use firing off a few smoke grenades, but it'd be fun.
Mordach
28th Apr 05, 6:12 PM
Even tho Defilers are the equivalent of Dreadnoughts, I would really like to see Chaos Dreadnoughts in a later expansion. The thought of a champion of the Dark Gods imprisoned within an ancient, corrupted killing machine appeals to me in some strange, unnerving way...
How about being able to "upgrade" each Chaos Dreadnought with a Mark of Chaos?
Could be something like:
Khorne Dread - close range only, but awesome melee dmg, maybe Bloodrage Frenzy (berserk!)
Nurgle Dread - Aura of Corruption (yuch) damaging enemy morale
Tzeench Dread - lethal spell-casting (like a kind of sorceror-dread)
Slaanesh Dread - Hypnotize ability or maybe able to warp-change long range weaponry (like an Obliterator)
Any comments?
Lone Canadian
28th Apr 05, 8:46 PM
I may have missed this but maybe even in the upcoming patch or the expansion could we see more units in the army painter. (I know we have that mod, but it's a tad buggy.) Just a few more? Comments welcome.
Road-kill
29th Apr 05, 6:49 AM
For goodness' sake, *please* add as many units as possible to the army painter! I don't want to waste time building an entire base and army just to see how my Looted leman russ or Avatar looks with a certain paintjob!
Tadatsune
29th Apr 05, 7:25 AM
Hello, again!
I've been thinking about DoW transports, namely the SM and Chaos Rhinos, and wondering what could be done to make them more useful and popular.
I sometimes use rhinos, either for rapid response capability (slapping a marine sqaud w/4x missles a rhino makes for a nice early moble AV weapon), or on maps which are large enough to make walking reinforcing units from the nearest barracks to the frontlines is impractical.
Still, I don't tend to use more than one, and I often don't use them at all, so I was thinking about what could be done to make them more useful...
There are 3 Ideas I have:
1) Guns
While I don't really have any problem with the lack of guns on a rhino, it seems a little unfair that it has no combat capability; the wartrukk has its bigshootas and the falcon has its catipults, brightlance/starcannon. The simple addition of a stormbolter might go a long way to making people happier with their rhinos, without really altering balance very much. I mean, a single stormbolter is unlikely to do much damage, and rhinos are pretty easy to kill. Nor would it be practicle to field a large number of these things to get a bunch of stormbolters. What it will do is make people slightly more satisfied with their vehicle, as everyone likes things that go "bang" and no one likes to have 2 vehicle cap points tied up in a machine that does nothing but sit around 80% of the time. I suspect it will also please TT players and others who found it illogical for the marines to have a weaoponless transport. (especially since the IG will be able to fire out of thiers, in addition to any armaments it might have by itself.)
2) Transport Capacity vs. Vehicle Cap Cost
Ok, so the first change is largely asthetic. Here is something more important. Currently the Rhino's cost outweighs its usefulness. For 2 vehicle cap I can get a nice landspeeder with fantastic fast fire support capabilities, or I can get a vehicle that drops of 1 TSM squad. While the mariens are more flexible, I generally find the speeder a more useful choice. A big problem I have is what you get for the points - 1 TSM unit isn't that great, especially when you have to guide this big transport thingie around, load them, un load them, etc... We need more squads per point of vehicle cap.
A lot of people here seem to agree, though generally the approach they take is to advocate a vehicle cap cost of 1 point per rhino. So, for 2 points of vehicle cap you can now get 2 TSM squads where you want them to go. I, however, think this is a bad idea. In adition to doubleling the req/power cost (which isn't that big a deal and comes w/ a corresponding double hp) you also double the amount of micromanagement you need to drive these things arround. I think its a pain in the but as it is, given the marines don't always seem to get in or out when I tell them to the first time. Plus, they are bulky. Finally, if you implement idea #1, then you get 2x stormbolters per vehicle cap point expended, which I would rather not do.
Why not do the inverse? Make the rhino carry 2 squads! This would be easy to do, and would make the rhino a lot more useful without increasing the micromanagment required. Simple, efficient, and logical. I might even get 2 rhinos, to speed my troops to the front, where I would never buy 4...
3) More Guns (aka Razorback)
So, finally, the third idea - its quite a popular one, actually. Give the rhino a razorback upgrade. It would work like this: A second tier upgrade would be immediate available for each rhino built (like the dread assault cannon) which would add a single heavy bolter turret to the rhino. On tier 3, you would then have the option of replacing this with a single lascannon turret. (or, ala the dread, make each upgrade permanent - you choose whcih one - but only have the 2nd available on tier 3, while the first can be purchased on either tiers 2 or 3.) Once again, I don't think this will be much of a balance issue. Its not like people are going to build the rhinos to get a bunch of heavy bolters (you can get 4 per TSM squad) or lascannons (which are readily available on hellfires). But these options might add a little nice AP/AV firesupport to your little rapid response TSM team.
Ok.
So. Those are my ideas. Maybe not original, but fairly sound I think. They work best when implimented all together. That is to say, we should get rhinos with 2 unit transport capacity, 1 semi fixed forward firing stormbolter, and an option to add heavy bolter turret or lascannon. i don't think this would be at all overpoering since the price per rhino would remain 2 vechicle cap ponts and the vehicles themselves could be destroyed (as they can now) by a few missle or brightlance hits. The upgrade to razorback (either HB or LC variety) would decrease they unit carrying capacity back to 1 squad.
It would work kinda like this: The rhino is available on lvl 2 from the machine pit. Upon purchase it can be immediately upgraded to HB Razorback at the cost of some resources, time, and one of the carrying capacity slots. Upon reaching lvl 3, the player will be given the further option of upgrading new Rhinos to LC Razorback.
So, the player will have to choose between having a good unit transport with negligable fire support, or a less capable transport with added AP or AT capabilities. Please note here, that if idea #3 (razorbacks) is implimented and idea #2 (carrying capacity changes) is not, then the rhino will sease to exist in game, as everyone will imediately upgrade them to razorbacks. It should also be noted that a decent (but resonable) ammount of time should be allowed for the razorback upgrades to build, because the first thing that most people will do if they are using rhinos to deliver troops into a major attack is to hit the uprgrade button after the transpots have unloaded their 2 units of marines.
I think these would be great additions to DoW, not only making the Rhino more useful, but more fun at the same time. Best of all, the whole thing is fairly true to TT (as far as I can see, I don't play myself.) which would make a lot of people happy.
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Additional note:
I understand that Chaos does not normally get razorbacks, but it would seem petty to give these to the SM but not to chaos, as both need a boost in the transport department. It seems like a fairly harmless change to me. If, however, this idead offends a lot of people, then why not impliment ideas #1 (combi-bolter) and #2 (increased transport capapability) but give the chaos rhino some cool chaos mutations, like mutated hull and whatnot, to make up for the loss of the fire support options?
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Aside:
On a slightly related topic, I would like to see the Falcon get a boost in the "Tank" department. Its a fabulous transort; its a lousy tank. Given that the far-too-durable Fire Prisims are most likely going to see a nerffing, I think it would be only fair. Since the Eldar have no real tank, they should atleast have a respectiable tank/transport hybrid.
By in large, the change I invision would be fairly minor. It would consist of two parts:
1) Raise Falcon hp to something around 2000.
2) Make Falcon brightlance visable, and give it damage comparable to wraithlord or grav platform lances.
The first part is critical. The falcon is currently intended as a light fire support platform in addition to its transport duties. While it is highly manuverable, the minute you take your eyes off it in a big fight it dies, because their is no one their to mircro it away from harm. 2000 or so hp would solve this problem - nowhere near enough to make it a real tank, but strong enough so that it won't collapse into a flaming heap upon contact with the enemy. This way it could actually live long enough to contribute something to the battle besides troops.
The second part corrects a rather annoying glitch in DoW while giving Eldar a useful (dare I say sorely needed) AV capability. A working, moble brightlance could help a bit against the IG armor while not being much of a balance issue. As with the razorback above, people are not going to mass produce these things to get a single brightlance each (its a tier 3 vehicle and you can already buy one lance on a grav platform for 1 vehicle cap point and then rush it to the fron w/ the gravic booster turned on). There are much more effiecient ways to use your points. Furthermore, it would fit well with the fire support role (you could switch the position of the weapons if you wanted, with the starcannon first and the lance replacing it on upgrade, much like the wraithlord). Finally, it would parallel the new razorbacks (should they be implimented) nicely.
These changes would make the falcon a decent, if minor, fire support platform instead of just a flimsy, if highly manuverable, transport.
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(PS. I wouldn't touch the wartrukk, its fine where it is - bringing my plodding warboss to the front in style. Though I suppose a Scorcha upgrade might be worth a look...)
Mordach
30th Apr 05, 8:47 AM
The DoW intro movie is one of the best intros I've seen in any game, I still have to watch it every time I play. But WHY is that the ONLY video except those semi-lame in-game cut-scenes?? I was (to say the least) mildly disapointed when I completed the single player campaign without even an end-movie... and I don't think I'm the only one.
PLEASE give us more movies! As much as I enjoy watching Orks and SM kill each other to death again and again :fencing:, a decent video with some nice, corrupted, bloodhungry, frenzied Chaos stomping the shizzard out of fragile Eldar (or anyone else) would warm my warped heart... :twisted:
Conclusion: Put more of those high-class movies in the expansion(s)!
Road-kill
30th Apr 05, 11:47 PM
True LOS? Right now you can see through walls and all sorts, to see units on the other side. It'd be nice for that to go, and to have proper LOS.
And yes, yay for more movies! :D
Another idea: Rotating buildings.
How many times have you wanted to build a barracks or the like and thoguht 'Bloody hell... if I cold turn it 90 degrees it could fit in the build area!'
Kargard
2nd May 05, 9:35 AM
Id vouch to apply holofield upgrade for wraithlord's also.As it is wraithlords are just fine in melee, but if you are assaulting marines with missile launchers/orc rokkit boyz/brightlances they drop very,very fast - in fact,against well positioned enemy you will lose 2 wraithlords before they even reach any squad.The upgrade from 2250 to 2700 hp wouldnt be too disbalancing,imo,and would allow them to close in with their target's more often.
SeerCouncil
2nd May 05, 4:12 PM
1) add an option to make right-click on an ability button with multiple squads selected toggle that ability on for all units in current selection
2) add an option to make double right clicking reinforce button toggling "perma-overwatch"-means it wouldn't detoggle even at full squad size
3) add a few new animations for the existing units-such as dreadnaught fighting two-handed (even with no weapons installed, he still keeps using only one arm in combat), whirlwind firing different rockets rather than only one (when firing the whirlwind keeps firing just the upper left one, all others are unused at all), add breaking the enemy banner in half anims when capturing enemy SPs, finally maybe some new killing anims-the ones already in place look great-but with the killcam feature promised they may begin to look a bit repetive
4) movies for the new campaign-the DoW intro was beautiful...the DoW campaign as good as it is now, would be even much better with cinematic mission intros.
5) an option to rewind replays-not really sure it is going to happen due to technical limitations though.
6) fire dragons or sweeping hawks for the eldar-that would likely will have to change the aspect portal's visual design somewhat as well though...
possibly add the eldar vibro cannon as a weapon upgrade for falcons (the reason here is mostly that underused units do need new weapon upgrades/buffs to bring them out of this state-as another example I would provide rhinos-they do deserve an upgrade for a heavy bolter or two as well and so on-lots of underused units out there...) A few more new units/upgrades for the other races would help as well :D
7) corpse decay time that could be specified via options-not sure it would see any use in multiplayer, but in singleplayer longer corpse decay time would have some potential to look great...
8) detoggle for fire prism's main cannon ;) or maybe at least an AI setting for not firing with it at something too close to itself-hate when my own units do more damage to themselves than to the enemy at times...
9) possibly a fast LoS check algorithm to be able to use half-destroyed buildings as total cover-heard something like that will be included in the 1.30 patch, but the "not recommended to turn on-too slow" doesn't sound good.
10) add shader effects to the engine-many abilities would look even so much more impressive with advanced shader effects in place...Orbital Bombardments, Eldritch Storms and even Warp Spider deathspinners would greatly benifit from it
11) and the most important: no more bugs!
Garrick
3rd May 05, 1:44 PM
my suggestions
Upgrade for the Force Commander: Terminator Armour, when upgraded he gets a storm bolter instead of its pistol, or maybe a stormshield, the speed of the hammer drops so to counter this he gest a Power Sword(toggable)
he gains in armour and he its slighty more rexistanst to plasma based weaponry
in this way, if you want brute power you choose the thunder hammer, but you pay the price of a loong dealy before the hit, if you want first strike (wich could be useful against orks, guards, and infantry squads in general, you put the hammer away and you use the sword, what do you think guys?)
thegreatbooha
4th May 05, 3:38 AM
This is not really a balance suggestion or anything like that, but a GUI suggestion, can the devs make a unit's icon in the unit list window blink when its being melee-ed? That way we can double click on that icon instead of searching on the screen for them.
This makes it easier to micro units away from being melee-ed or to switch them to fight in melee from ranged combat only?
Destraex
4th May 05, 3:47 AM
Imperial Guard elite units able to peek around corners and lay down for more effective cover, something I do not believe marines and other heavy armoured troops could do.
Maps that have forts and other strategic points that can be occupied and have flags in them. I.E. a fortress monastory to fight over or something. It would have guns of its own that the capturing player would have to build. These would be semi siege maps or just random bunkers that can be occupied by your troops.
Road-kill
4th May 05, 11:02 AM
Set the quickstart amount? That is to say, when you select quickstart, either be able to set it for individual players (thereby handicapping skilled playes and non skilled players) or as a global thing. Also, be able to set REQ and power seperately for it, so you could set 1000 req and 500 power for example.
EDIT: formations? It's be nice to put my four flamethrower marines at the front of the line insead of the back, forcing them to draw their knifes before they can really use their damned flamer.
siztem3rror
5th May 05, 8:19 PM
can you fix the bugs?
:banghead:
DivineOne
6th May 05, 6:31 AM
here is a suggestion - ranked lobby games (not automatches), so that you can set a 2 star match, 1 - 2 star match, only 5 star match etc. This way less people should complain about people playing nooib matches when they are not noobs
Bouchehog
6th May 05, 12:15 PM
I've no idea if this has been menioned, but I'd love it if the overwatch facility were changed a little. At the moment once a squad is at full size overwatch is turned off, so when you enter combat and start to loose men you have to turn it back on. The same goes for heavy weapons and troops in the barracks (like the FC, etc). It'd be great if it just stayed on even when the squad size is full. You'd need to make it a little more obvious that overwatch was on, otherwise you could forget about it too easily, but other than that it would be a great help.
I've no idea if this has been menioned, but I'd love it if the overwatch facility were changed a little. At the moment once a squad is at full size overwatch is turned off, so when you enter combat and start to loose men you have to turn it back on. The same goes for heavy weapons and troops in the barracks (like the FC, etc). It'd be great if it just stayed on even when the squad size is full. You'd need to make it a little more obvious that overwatch was on, otherwise you could forget about it too easily, but other than that it would be a great help.
Relic already said this would not be enabled since it allows for too great a level of autonomy in your army. Personally I think it entirely depends on the unit or upgrades in question, but hey...
General Blaze
7th May 05, 5:04 AM
Another thing that would make the Winter Assault Expansion a lot more fun. Fun cheats. Like the ones in Age of Empires. For instance, type "monkeybone" in the chat box and rabid monkeys fall out from the sky, ready at your command. :D
(only for single player though.) ;)
Road-kill
7th May 05, 5:32 AM
Yes, or 'Stormtroopers' which swaps the tracers for red 'n blue ones 'n stuff! ADD SOME SILLY CHEATS! :D
Invictus
8th May 05, 3:12 PM
Like most people I'm very excited at all the possibilites that Winter Assault can offer us. I've noticed in DoW that the only thing that distinguished armies of the same race is the colour scheme, so I've been thinking about some customisation options. For instance, being able to select different colour schemes for different troops and vehicles (such as Dark Angels having green marines, bone Terminators and black Land Speeders for example). For other races this can apply, and also race specific goodies, such as helmet horns for Chaos, trophies for Orks, extra troop and vehicle decals for Eldar for example.
For the Imperial Guard, there are a number of customisation options. Having the ability to select whether your guardsman have bayonets visible on their guns and grenades, bandoliers and flasks on their belts and uniforms would be a good one. The one that I am most fond of is choosing what configuration of weapon to give them. Anyone seen the new Elysian Drop Troop models from Forgeworld? They have bullpup-pattern lasguns, looking remarkably similar to the rifles in Starship Troopers. Having the ability to select whether your soldiers carry the standard lasgun or the bullpup version would be a great customisation feature IMO. Or perhaps you could even select whether the soldiers used autoguns instead of lasguns, as lasguns and autoguns are both the same in TT so theres no advantage in using one or the other. With the bayonet question, this would determine if your soldiers fight with knives like the Space Marines do now in melee, or whether they fight like the existing guard in stabbing motions in DoW. Failing that they could just bash people with the guns in melee :P
And another thing. Why do lasguns fire a long laser beam? It would be good if they fired laser blasts like the bolter (in bursts) or in automatic. I thought the lasgun firing in Firewarrior was quite good. I also liked the autogun in Firewarrior, a nice solid, chunky M-16 in the 41st Millenium :P
Just my 0.02 p :2cents:
BTW I apoligise in advance if these have been suggested earlier.
An1m4L
8th May 05, 3:23 PM
id really love to be able to see the opponent's race in either the loading screen or right at the start of the match.
this would make it possible for players to have a bunch of different strategies and no longer be limited to 1 or 2 generic starts.
thx
(im speaking about automatch of course)
Mordach
8th May 05, 4:11 PM
When a squad breaks due to morale dmg, you hear someone screaming "Squad broken!" or similar, but if you're busy with something else (say, building new squads or vehicles, or microing troops elsewhere) sometimes it's hard to locate that particular squad in the midst of combat.
I'd really like a "Squad broken"-icon to pop up similar to the building finished/captured SP/squad completed-icons, so you can click it and instantly zoom to that squad so you can rally it or flee it from combat.. Would be handy, no?
Road-kill
9th May 05, 12:06 AM
Start time?
An option to have a certain amount or pre building: say, 10 seconds. During this time you can build units with your starting resources but not leave the control area of your HQ building.
Alternatively, just let it give you time to que some building instructions, like how you can do while you're waiting for someone to join your server.
Garick
9th May 05, 1:22 AM
I was about to suggest that. 15 seconds, just incase someone is taking a little longer to get into a game. This would also help to reduce dropped players at game start.
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