View Full Version : Features in CoH that may be used.
Dark_Avenger
6th Apr 08, 7:24 AM
I have decided I would put together a few things to help people who havent played CoH know what is in CoH and what might be included in Dawn of War 2.
- The most known being cover is everywhere, anything can be used as cover. AND you can destroy pretty much anything; craters created by artillary can be cover as well and almost anything you can think of can happen.
Vehicle that die will leave reckage to be used as cover. Ragdoll physics
-Greater squad AI, each individual squad member seeks cover for himself and no unit moves in a solid formation.
-Supression and Pinning, one of the biggest strategic factors in this game is supression and pinning. Whenever a squad gets hit by some kind of rapid firing weapon (or some kind of supressing effect) they will hit the deck and start crawing (basically moving slower.
if they continue getting supressed they will eventually be pinned, where they cannot move or shoot.
-Vehicle flanks and rears. Hitting a vehicle on the side or the rear will cause additional damage and possibly an effect.
-Vehicle damage. Vehicles can damage/destroy their engine, lose a weapon, become immobilised, lose a gunner on top, and I think I got all of them.
-Retreating. This helps you get away from bad situations, it's a button that makes all selected units retreat back to HQ at a high speed, it also breaks supression and pinning effects, does not effect vehicles.
-Reinforcing. Not so much a new thing, but something modified. Units are only able to reinforce near HQs, Forward HQs, and Halftracks (transport). Certain units like airborne are able to reinforce everywhere because they can paradrop in, although they do cost a bit more.
-Weapon firing arcs. Certain weapons have certain degree arcs that they can shoot from and you had to position them accordingly, greatly influences flanking.
-Weapon drops. Almost every single weapon upgrade in CoH is able to be dropped and used by the enemy. MGs and AT guns included
-Veterancy. As units gain veterancy they get tougher, more accurate, and reload faster.
-Command points. Each of the armies in CoH have 3 different command trees to go down, each customize that specific army the way you want. For example: Americans have infantry, airborne and armour company, each focusing on that specific thing.
I think I got most of them, please tell me if I missed something
-Accuracy modifiers. Certain weapons fair better at certain distances or by certain units.
-Reactive Voices. Basically cosmetic, but it does add to the feel of the game. If units are under attack and you select them they will say something according to being attacked.
which of these do you think will go into DoW2? And how much will it affect that game?
ExitJudas
6th Apr 08, 9:14 AM
great post. I really hope that Relic will implement the same functionality in DoW2 as they have in COH, including hopefully even more new nifty things.
Didn't you forget command points an special ability trees? these would be awesome in Dow2 aswell. For Space Marine, the different trees could be different chapters, for eldar different craft worlds, for orks different clanz, all with special abilities of course.
Dark_Avenger
6th Apr 08, 9:19 AM
You're right I did, fixed it though
KON Air
6th Apr 08, 9:25 AM
I'd rather refer seeing command points replacing the "Tier" thing as well as doctrine divisions.
ExitJudas
6th Apr 08, 9:36 AM
that would dumb the game down imo. The cool thing about having both tiers and command point trees (doctrines in coh), is that you get so many different ways of playing the same faction.
in CoH playing Wehrmacht and going tier 1-2-4 with blitz doctrine is different from playing a 1-3-2 with the same doctrine.
More interesting choices = better game for longer time.
Faceless
6th Apr 08, 9:37 AM
Vehicle wreckage, salvageable, maybe repairable, and usable as cover.
Destroyed vehicles sometimes running out of control and running down troops.
Units actually manning trenches, bunkers, buildings, and ruins. Flamers doing exceptional damage to men in cover as per COH and OF.
HAVOK physics bouncing things around, ragdoll corpses.
I'd like to see them add units getting harmed by flying debris from catastrophic vehicle kills (predator turret pops off and squashes a troop), but I doubt they will.
ExitJudas
6th Apr 08, 10:05 AM
gonna post my rant here, because i think it fits the thread. This Rant was taken from the veterancy thread, but describes what I think Relic has done right with CoH in general, and why i hope they will do more of that in DoW2.
<RANT>
If relic are smart enough, they will implement the game with an eye for supporting emergent narrative. All the points included in the list above, including new features such as, Individual Units Names, more Dynamic Context Based Voice acting, more context based animation of individual units, can be very important parts of getting this to work. Of course there are more options of creating narrative in a SP experience (cut scenes etc.). This is old news though. What we really need to see, is someone supporting dynamic emergent narrative as part of the basic gameplay. COH is definitely the game that has gone furthest in this area. My hope is that DoW2 will go even further
By emergent narrative I am refering to all kinds of factors that make the player feel that this particular instance of the game he plays right now is unique and new, because, lets face it, multiplayer RTS is about repeating the same map with the same faction many many times. Really good games have you describing situations in a particular match where something amazing happened. Often its the narrow escape of a veteran unit or some over the top event that does not occur all the time. for casual MP longevity this is what i think is really necesarry. Hardcore players are another matter, but from a business POV their are secondary as they will play anyways.
Relic seems to be on top of this imo. Compared to blizzard, they have actually gone in the entirely opposite direction when designing core gameplay rules. Blizzards RTS are based on a very simple mathematical model. This makes their RTS games more like chess, where the outcome of a battle is based on sheer skill and mathematical advantage and every match is much like the one before. Thats what hard core gamers like, because it allows them to win by sheer experience, since nothing is left to chance.
Relics games have introduced more "random" factors and more "events" in their RTS games, that support the narrative of the particular scenario. Pinned and suppressed or demoralized infantry, Grenades that sometimes do massive damage, sometimes do slight damage, cannonfire glancing off tank armor, monster kill animations, special unit voices for special situations, retreats, automatic units movement for cover etc. etc.
By introducing many events that do not necesarrily show up all the time, and are not totally under the players control, Relics games get an extra layer of coolness, because the game itself actually supplies extra coolness factor to the narrative of the individual match, by triggering these events once in a while based on what happens in the game, but not based directly on the players input.
IMHO this is the core of the magic of relic RTS. the coolness that comes from feeling that you do not control your units 100%, only 95%, and that what happens those remaining 5% is most of the time just plain awesome. It brings the game to life and takes it to another level than chesslike games like warcraft 3, and what starcraft 2 looks to become.
Of course this approach also has some drawbacks. Its much more complex, than the simple blizzard rts approach, so balancing will be 100 times as difficult. Also sometimes the units will act a bit weird, because their behaviour is more complex since it requires AI (think unit cover in CoH or the "5%" bug).
I do however know what kind of RTS I will pick everytime, the smart mans RTS! The RTS that gives me new stories every time i play it and is not a mindless repetition of the same build order, and it ain't Blizzards RTS, its Relics.
one thing that is needed in dow 2 that coh did not have is building and fortification assault. It should be possible to attack a fortified unit in melee. Since Coh has no melee, dow2 will probably tackle this problem anyway. :D
ExitJudas
6th Apr 08, 2:57 PM
AFAIR dow does not have territory cut of from supply like coh? that would also be cool in dow2 imo
Flonky
6th Apr 08, 3:29 PM
On the suppression and pinning thing, armies such as SM would be a lot less likely to get pinned and orks wouldn't really care about getting shot at, unless half of them had died.
variousgamesfan
6th Apr 08, 3:34 PM
The pinning effect would perhaps be taken with morale. Units would take morale damage instead of being slowed / stoped. Once morale breaks units would retreat back to hq.
So an mg shooting ito a mass of guardsmen would likly send them all breaking... if they survived.. running scared back to base.
Flonky
6th Apr 08, 3:38 PM
Or once their morale breaks they would be pinned? Then the player has the choice to call for a retreat.
variousgamesfan
6th Apr 08, 3:42 PM
That would fit in with the way tabletop does it.. lose morale then stop fighting and try to take cover. The coh pinning method, is the same in effect, yet keeps control of the units under the player.
4Servant
6th Apr 08, 3:57 PM
-Greater squad AI, each individual squad member seeks cover for himself and no unit moves in a solid formation.
off all the things I hate about CoH this is one of the things I hate most. Sometimes all dudes go seek some heavy cover cause the ''UBER AI'' sees it but then they come in the fire line or give away their positions.
other times they go hide behind a small object and they all pack together so 1 luck nade or mortar shell or w/e kind of explosive stuff (another thing I hata bout CoH) kills them all :P.
But atleast they were in cover, yet being not in cover is actauly better cause then you would have lost 1 dude.
I think control should be for the player and not the AI.
streak
6th Apr 08, 4:17 PM
Hell, CoH gameplay is near-perfect. If Relic just take all of the CoH gameplay elements and focused on making DoW2 look good and balance properly, it'd be a hit.
Volomon
6th Apr 08, 4:21 PM
I think basically its more a question of what not going to be used, DOW vs COH. DoW has hundreds of players online where as CoH has thousands of players online. I think pretty much its going to be allot more like CoH than the original DoW.
Flonky
6th Apr 08, 4:21 PM
it'd be a hit.DoW 2 will be a "hit", whatever happens. And also, not all CoH elements are relevant to DoW...ever heard of Nazi IG? Well, fine I have seen IG with a swatzika banner but you know what I mean. But seriously, I don't think things like machine guns will be implemented in the same way, or such things as picking up weapons.
variousgamesfan
6th Apr 08, 4:28 PM
Of all the comparsions and all the races to choose, to commpare imperial guard to nazis is the most accurate comparision to make hehe.. bad choice :P **points towards steel legion ig mod*
streak
6th Apr 08, 4:33 PM
DoW 2 will be a "hit", whatever happens. And also, not all CoH elements are relevant to DoW...ever heard of Nazi IG? Well, fine I have seen IG with a swatzika banner but you know what I mean. But seriously, I don't think things like machine guns will be implemented in the same way, or such things as picking up weapons.
Clearly not, just like there won't be teleportation and jetpacks in CoH2 :|
I was of course talking about core gameplay features.
Mirage Knight
6th Apr 08, 4:41 PM
I'd like to see the following transfer from COH to DOW2 in addition to the others mentioned:
-Accuracy over range
-Accuracy vs armour types
-Critical events (Engine Damaged, etc.)
-Damage over range (for Rapid Fire and Melta Rules)
-Suppression/pinning vs armour types
Dark_Avenger
6th Apr 08, 4:43 PM
Or once their morale breaks they would be pinned? Then the player has the choice to call for a retreat.
I think that would be the best way to do it.
Maybe the morale will work the same way it does now, except once a squad IS broken, then it has the possibility of behind pinned.
Mokino
6th Apr 08, 5:33 PM
I'm hoping that SM deep striking is more like CoH gliders. Instead of garrisoning units into a building and teleporting them with a different animation than usual, CoH gliders crash into the battlefield, deforming terrain and remaining where they land after the troops evacuate to be used as cover.
One of the British gliders is even a production facility. I could see a similar idea being used with a Thunderhawk.
SM base building should really be similar to the Brits. Only 2 or 3 production buildings and base defenses. Remove straight builder units and have the production "buildings" be dropped onto the battlefield. Defensive buildings could be constructed by regular SM infantry or perhaps techmarines.
For IG, guardsmen should be able to build the basic defenses. They do it in the field in fluff. Enginseers could still act as repair units and base builders, though.
Dyntheos
6th Apr 08, 5:47 PM
I'd like to see some features but not all. a different way of playing than coh, which would require different gameplay elements, or a modification of such.
Heavenly King
6th Apr 08, 10:23 PM
Many gameplay mechanics from COH should be used to improve DOW.
However I think supressing and pinning squads shouldn't be implemented. Space marines could die before retreating, Orks don't care about their own lives, Guardsmen can't retreat because they would be shot at their base for cowards (or shot immediately by the commisar). DOW is about massive and mighty infantry squads that can face and destroy almost everything. If they become suppressable/pinnable they will lose a lot of their punch and appeal (supersoldiers don't retreat).
This mechanic is good for COH because of its ultrarealistic gameplay, where soldiers (like in real life) are afraid to die. However DOW is not about realism, its about dark fantasy in which supersoldiers, aliens, monsters and daemons waging a never ending war on each other. Its about heroes that can take on tanks, entire armies or daemons alone, truly one man armies. I seriously doubt it could be adequate for them to run for cover, or retreat.
I think the current way of handling morale is excellent, because your squad stays and fight (and stays completely under your control), however due to it's broken status, it's fighting performance is severely diminished. Allowing you (their leader/commander) to decide whether to have them continue fighting to stall the enemy, or rush back to the base. The important thing is that is YOUR CHOICE, not something forced on you.
Improvements can be made to DOW using COH as an example
But it could be dangerous to convert DOW into COH in SPACE
Coming back to the suppressing and pinning ideas, in TT some weapons have the pinning characteristic. Basically enemies that get shot with them have to take a leadership test or otherwise they get pinned. Of course depending on leadership and what characters you have getting pinned is either more, or less, likely. For instance space marines rarely get pinned while something like grots or imperial guard without commisars are more likely to get pinned and/ or run away.
If Relic could put this feature of some units getting more easily pinned than others in DoW2 then it would be cool.
I'm pretty much with servant in this case. I do want to actually have control over my units and not have my units do whatever they please. In DoW 1 this is called pathing, in DoW 2 this would be called AI unit handling, but i think it is equally bad!!!
mfg Sjeg
AMARDA
7th Apr 08, 1:21 AM
The Imperial Guard are going to be the most similar in terms of CoH gameplay with Tau coming second IMO. Both are very shooty, IG break extremely easy and thus would get pinned on a regular basis (That's why we got commies running around executing the cowards). Leave the majority of the CoH features in but apply them differently to each race, that's the best option IMO.
ApocalypseXL
7th Apr 08, 1:36 AM
Greater squad AI each individual squad member seeks cover for himself and no unit moves in a solid formation - If it's implemented in thw wrong way this will spell doom for melee units
Supression and Pinning - due to the fact that 40.000 years passsed and Power armor is invented this woud be a stupid implementation .
Vehicle flanks and rears - whit wlkers that turn 360 during attack this woud ruin the day for thos thing so a big NO .
Vehicle damage. - NO it will reduce armour eficiency by a long shot . DoW vehicles are already weak vs infantry .
Retreating - "No retreat no surrender" - The Armys in DoW die or win there is no other option .
Reinforcing - teleporter technology is here , reinforcing in DoW is fine
Weapon firing arcs - It's already in the game .
Weapon drops - Therre are no MG's or AT guns in the game . And the potentian for imba is to great . Imagine a squad of IGs whit Nob Poower Claws .
Veterancy - after hundres or thousand yeras of combat there is no veterancy you can gain .
Command points -Already included for simple races like Tau but dificult to implment for races like Space Marines
Accuracy modifiers. Certain weapons fair better at certain distances or by certain units. - care to include more details ?
Aesaar
7th Apr 08, 2:22 AM
Greater squad AI: each individual squad member seeks cover for himself and no unit moves in a solid formation - I want to see guardsmen actually acting like soldiers, rather than standing perfectly still while being shot at.
Supression, Pinning and Retreating - Not everyone has power armor. This could actually give Commissars their real role (shoot soldiers who retreat, rather than some random guy). It doesn't fit some races, and the fluff/tabletop rules should be used to determine who is affected by morale and how.
Vehicle flanks and rears - This HAS to be put in. If there's one thing that absolutely has to come in from CoH, it's this along with specific damage.
Vehicle damage - see above
Reinforcing - Units like Terminators (those with teleporters or jump packs) should be able to reinforce anywhere. Otherwise back to base (or APC) they go.
Weapon firing arcs - This works for a few cases (like IG heavy weapon teams)
Weapon drops - Again, works in a few cases, but guardsmen picking up a space marine's heavy bolter doesn't work, but a space marine picking up a heavy weapon team's HB does. It all depends on who dropped an who is taking. Some weapons shouldn't be dropped at all. (power fists and the like)
Veterancy - A squad becoming better all of a sudden makes no sense. After the battle/mission, sure. But not during.
Command points - This would have to be carefully considered. I'd like specific trees to have more of an effect on the game, like seriously limiting the infantry an IG player who goes armored, or choosing specific chaos gods for chaos.
Accuracy/Damage modifiers - this could make melta weapons work the same way they work in tabletop, which is certainly a good thing.
While the examples I've give are mostly for the Imperial Guard and Space Marines, they are first ones that came to mind. Almost all of the stuff is certainly applicable to other races.
Ranger_Logan
7th Apr 08, 3:12 AM
I think cover might be implemented. I saw in this pic a tiny squad of Tactical Marines being pinned down with a yellow circle around each Marine. Look at the "landing zone" of the first Assault Marine and you`ll see them. Is this cover logic or the new morale lost texture?
EDIT: And I also think that they might make Marines different. I see one with no helmet and no banner on his back so he might not be a Sargeant; the other have helmets. Also, the Assault Marines have beak helmets.
http://www.dawnofwar2.com/media/screenshots/high_resolution/Assault_jump.jpg
My apologies if we are not allowed to post screens.
nick2512
7th Apr 08, 3:26 AM
Marines can certainly be pinned no matter what kind of story you've read, everyone can be pinned, even guardsmen with commissars. Do you think that a commissar is so crazy that he'll shoot a bastard dead so the other blokes will jump up and get hit in the face by a bolter round or a sniper shot to the head? Even though they've been trained in the art of discipline but they are brilliant tacticians too.
A commissar will not push men to certain death if he know that you can retreat and have another go at another sector.
Marines, those super-soldier blokes. They can get pinned too if enough fire-power are blasted at their way, they won't stay standing up if a sniper has a bead on them or a shuriken cannon platforms are blasting in their direction. So suppression and pin should be included because its a common sense-factor.
aerziel
7th Apr 08, 3:36 AM
for those who says that pinning and suppression wont work check out the rules on TT first before you jump the gun.
apocalypzZe
7th Apr 08, 4:06 AM
2Ranger_Logan
My guess is that those yellow circles are exactly indicating that the squad is pinned. Look at them - they are not even trying to shoot back, which would be expected with broken morale if it stays the way it is in dow. And as nick2512 said it makes perfect sense for a marine to be pinned.
Also if you look closely you can see the banner on the ground next to the guy without helmet, so most likely it is a sergeant.
nick2512
7th Apr 08, 4:25 AM
A bloody Relic must stop with the bloody no-helmeted sergeant. A helmet is a valuable tool to a marine because I got their informations in it, troops deployment, sectors under attack such and such but don't forget the protections that helmets provide too.
Have a randomised head generator, like a sergeant with red helmet and a white laurel and a banner on his back or a un-helmeted sergeant with scars because the centuries of endless fighting the Astartes has went through, no marine can keep his face perfect and scar-less. A giant scar runs down one eye or across the face and please, no more bald sergeants. A sergeant with some hair would be nice though. :)
cannonfodder
7th Apr 08, 4:49 AM
They don't really need helmets, strictly speaking. I mean, they have so many implants in their heads already that they can just stuff in the neccesary things. Heck, Space Wolves (or was it some other legion?) don't wear helmets at all....
jon_the_d
7th Apr 08, 4:53 AM
sergeants and commanders are commonly helmetless to show the marines how fearless they are. and perhaps to make them more easily identifiable as the hero figure the marines were hoping was still with them.
as for the yellow circle, are you sure it's not a resized relic? just a thought, it seems to me like 1 big circle rather than two or more separate ones. and isn;t it glowing in the middle? and wouldn't that also explain the marines animation toward it? (obviously changed somewhat from DOW)
EDIT: On a second closer inspection, i can make out perhaps 3 sepearate circles, and perhaps the sergeants one is a bit more elaborate to distinguish him, and the glowing is obviously the weapons fire hitting the barrier.
So I vote that they're pinned too. cool.
Flonky
7th Apr 08, 5:10 AM
Maybe the yellow circle just means that they are supressed and in medium cover? Supressed and in heavy cover would mean a green circle, and red circles for supressed in the open.
Seems logical enough to me.
jon_the_d
7th Apr 08, 5:20 AM
and orange for light cover....?
possibly.
nick2512
7th Apr 08, 5:59 AM
The Wolves of Fenris don't need the helmet because of their superior senses, in fact a Space Wolves wearing a helmet would hamper his ability to smell and hear. That is what so special about the Wolves, they got superior senses, even to other Astartes.
I'm not saying that all sergeants should be helmeted but what I would like is variety. As with the current DoW, all I'm seeing are bareheaded bald sergeants with funny jaws. :lol:
Dark_Avenger
7th Apr 08, 12:14 PM
Supression and Pinning - due to the fact that 40.000 years passsed and Power armor is invented this woud be a stupid implementation .
Pinning is still a factor, artillary lands close by, you WILL hit the deck to avoid some bad artillary hits
Power armour is powerful, not invincable, I suppoed certain units would be exempt from this, Orks, beserkers, other suicidal units.
Greater squad AI each individual squad member seeks cover for himself and no unit moves in a solid formation - If it's implemented in thw wrong way this will spell doom for melee units
Im certain Relic will implement CC wisely with this code.
Vehicle flanks and rears - whit wlkers that turn 360 during attack this woud ruin the day for thos thing so a big NO .
Comon, I literally think that was there for no reason
Vehicle damage. - NO it will reduce armour eficiency by a long shot . DoW vehicles are already weak vs infantry .
Vehicles are support units and should stay that way, plus the game would be more interesting
Accuracy modifiers. Certain weapons fair better at certain distances or by certain units. - care to include more details ?
Units will hit more often at close ranges, certain SMGs are actually ONLY good short distances because their accuracy at long is extremely small
Retreating - "No retreat no surrender" - The Armys in DoW die or win there is no other option .
I beg to differ there. Space marines do perform tactical retreats, guardsmen do retreat even though there may be commisars present, once he dies why should they?
The Universe of 40k isnt made of retarted soldiers who blinldy charge the enemy you know.
ZimZum
7th Apr 08, 12:18 PM
Retreat doesn't necessarily mean running from the whole battle, I mean in-game it's giving a bit of ground and scurrying back to base or whatever the predetermined point is so you can pick a better spot.
Dark_Avenger
7th Apr 08, 12:22 PM
Exactly. You gain tactical advantages when the enemy pulls back momentarily
"Reactive" voice acting, say a Predator attacks a squad of orks and says something related to the huge green mass that approaches, where as the Predator attacking a Killa Kan says something related to the crudeness of the ork vehicle. Also having "spotted" sounds for each encounter and not just the first one, these sounds should also imply what kind of unit has been sighted.
Voices have been the strongpoint of DoW (though had some downhill in DC and especially in SS) and having the grimdark lines of 40k in the same system that CoH has woul really have deep effect to all fans of dow and TT.
Dyntheos
7th Apr 08, 5:31 PM
Dark_Avenger ease up on the quote function.
Dark_Avenger
7th Apr 08, 6:37 PM
Ok, just trying to respond to each of his points. :)
I like the concept of reactive voice acting. There was another RTS, I think, that featured it and all I could think about was how cool it would be to hear a Guardsman saying "Holy ****!" when a Greater Daemon pops out of nowhere.
jujumbura
7th Apr 08, 7:12 PM
One thing I don't *think* anybody has mentioned here is the resource system. IMHO, the way CoH broke up points into Fuel, Munitions and VP's ( and strat points to an extent ) was genius. You needed to care about the entire map, but for different reasons. There were particular bonuses inherent in holding certain portions of the map, making them more or less critical at certain times.
The tech resource in DoW ( power ) was something you had to spend req for in order to get it; the degree to which you decided to tech was a big economic gamble, because you had to create the power yourself. It was a blind risk; if you sat in your base and cranked power gens, you could suddenly churn out vehicles that would roll over everything, from a defended position. Or, you might get rushed and find yourself with tons of power and no army to stop the advance. But in CoH, fuel was found on the battlefield; free to take, but your oponent could observe your actions and react, or contest the point himself.
Munitions was just an incredible idea. It's a "power-up!" resource really, and everybody who plays video games loves power ups. Munitions let you execute all of the special abilities and purchase unit upgrades, but was separate from the tech resource so it wasn't the "end-all-be-all" factor.
Lastly, and possibly most importantly, the vast majority of your manpower came from your base. Everyone is on an even playing field in that regard, meaning you are free to spend your first resources on combat units to go out and fight over the important regions immediately. Better still, your base is guarded by MG's making the "3 minute base rush" a thing of the past; you'd need to go out and actually take some fuel on the battlefield in order to get past them.
The whole system did wonders to encourage tactical combat all over the map, which is what makes RTS fun. It rewarded players for map control, but at the same time allowed for come-backs via primarily-manpower counters and off-map call-ins. I seriously hope they keep or refine the 3 resource system. More revolutionary than anyone gives it credit for.
TheLoneKnight
7th Apr 08, 7:43 PM
While I do think it would be awesome to have resources split up ala CoH, it might be viewed as too similar to CoH. There isn't much in the way of unified resources that all factions use in Warhammer 40,000. Generic munitions, fuel and the sort wouldn't make sense. Tyranids, Necrons, Eldar, Dark Eldar and Tau have little use even for generalised fuel and munitions, for example.
What could be done, though, is have different kinds of objectives across the map. One is a military objective that serves as your primary resource, another might be a scientific/religious/etc objective that serves as some sort of secondary objective/resource. The third, obviously, would be slag heaps for power, since those are already established as the only real universal power source. Hrm.
I don't know, it seems like it would be kind of tricky to work out.
Be careful what you ask for though if you've actually play DOW you will know that some things from COH are good but if you make it too much like COH It would not be too good.
For example do you want your SM's unable to even hurt a tank at all with out specialists weapons.. that would work in WW2 but not in WH40k
Saberdark
7th Apr 08, 9:10 PM
Actually, I would like that to be the case, would make things more realistic and fun. Tanks would be more than high HP units.
TheLoneKnight
7th Apr 08, 9:36 PM
Actually, Dragonbuster, Space Marine Bolters (and numerous other weapons) can damage vehicles, although the chance is fairly low. They've got about as much chance as a flamer at hurting vehicles. Understandably they still don't seem particularily effective against the heavier front/side armour of most vehicles, so actual tanks are likely to shrug off most shots without issue.
ExitJudas
8th Apr 08, 12:24 AM
Im sure relic has received artistic freedom enough to decide by themselves whether tank armor in dow2 can be penetrated by a storm bolter or not. Just because it can in TT doesn't mean it will be a good thing to bring it into DoW2.
Jujumbura: spot on. The catchup logic implemented in the manpower feature in CoH and the Battlefield bound powerup (ammo)/ teching (oil) resources is a great stepping off point for DoW2, simply because it is a great tool to shape gameplay. Relic will definitely implement something along those lines, however it was already in DoW to a certain extent, so whether its gonna be like dow, coh or in a different way in DoW2, im sure Relic knows exactly what to do, to get a good game going.
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