PDA

View Full Version : DoW2 Resource system



Swashbuck
6th Apr 08, 8:56 AM
Will we see the same system again? Or will it be changed, adding different kind of resources to the game. Could be CoH-like where certain regions offer resources which can be cut off.

Dark_Avenger
6th Apr 08, 9:24 AM
Well there's really no way to tell right now.

{OGS}Sirius
6th Apr 08, 9:27 AM
:dunce: Well at longs if i can put my banner of my pheonix up on it i will be happy ;p. Although i would like something coh resouce system to work out. Something along the lines a req system for infrantry and one for tanks. @.@ that way tank spaming could be alittle hard for people. :dunce:

Although the system now seem fine for dow 2 though they could change the sp to look way different like you can put flags on top of broken tanks or on a orange box or something.

Whoa also if there is no base building if, what are we going to do for power ? will there be power, or do we have to fight for power plants?

Cold_Crusader
6th Apr 08, 9:36 AM
It's possible Relic will mix the CoH system and DoW system. Like, different territories produce different resources, but you also have to build gens for power. I just hope there won't be more than 3 resources. Simplicity > quantity when it comes to resources.

Personally what I'd like to see (but it probably won't happen) is each race gets its own unique resource which is gathered in its own unique way. Sisters of Battle and Dark Eldar are both interesting factions to play simply because of the extra resource.

{OGS}Sirius
6th Apr 08, 9:39 AM
Unique resource sound great but how much work is that. I would love to see the gaurd with oh a vehical resource to produce extra tanks and make them faster.

Versian
6th Apr 08, 1:30 PM
I like the way it is now. The only hope I have is that Strategic Points serve more functions.

Flonky
6th Apr 08, 1:44 PM
Perhaps they could be upgraded to be short range radar late game?

Jordan
6th Apr 08, 1:53 PM
Most strategic points aren't even really that strategic

Flonky
6th Apr 08, 1:57 PM
Most are just in empty areas of the map where nobody really will go. But then again, they do show the defender if they are getting flanked.

Versian
6th Apr 08, 1:58 PM
I have found many strategic values over several strategic points in DoW over the months. Take "Fallen City", the Tutorial Map. Just about every strategic point is indeed strategic, with Critical Points being damn vital for victory.

I'm talking about giving more uses to SPs. Maybe some sort of choice for each one between detection radius and fortification perhaps?

Flonky
6th Apr 08, 2:00 PM
And perhaps a choice for economical benefits? Also whether the weapons are for anti tank or anti infantry?

{OGS}Sirius
6th Apr 08, 2:17 PM
Sp could give bonus nothing too crazy. ALthough in Coh once you lost your fuel reosource its game over because its hard getting that bank with an enemy with tanks howling at your door.

Wargrim
6th Apr 08, 2:32 PM
I love the system of CoH with the 3 different resources that each have a clearly defined purpouse. I have no clue how DoW 2 will do it, but i hope it is still all about map control, and that popcap is linked to map control too, like in CoH, and not to upgrades/banners/etc. like in DoW1.

Compel
6th Apr 08, 2:33 PM
In company of heroes, strategic points seemed to be very strategic. And, more often than not in a place that's relavant to their type. For example, in the really big map (Not N13, the other one) most of the munitions and fuel points are in factory areas, while 'strategic points' are found at road intersections.

PitSoulja
6th Apr 08, 6:05 PM
as long as the lp turret upgrades arn't made out of cardboard. I'd like to see these fortifications actually be worthy of taking down 2 squads at the least. this way you have to put in some extra effort to get more squads to take it down and make the strategic play more interesting. like seeing 2 squads of firedragons getting beat down for attacking a more heavily reinforced strategic point. but then again this may make the lps a bit too strong. I don't know

Versian
6th Apr 08, 6:11 PM
But that would make it too easy for the person who has it. Remember, troops can add to the defense of a SP. So if an SP by itself can take down 2 squads, what about an SP with some squads hanging out near it?

IndigoSpyder
6th Apr 08, 6:42 PM
I hope there won't be a 'Relic' capture point and that supposed Relic units will be doctrine specific ones.

Compel
6th Apr 08, 8:50 PM
If they're going with something more COH-ey, only a few strategic points might very well be capped.

I guess it's also worth considering that in DOW1 it theorectically, could be entirely possible to build a bunch of barracks on your listening post control zones anyway. - How would that be much different?

Heavenly King
6th Apr 08, 9:54 PM
I like the way it is now for resources, makes necrons, sisters of battle, dark eldar interesting to play beacuse of their unorthodox ways.
Perhaps more heavy upgrading/weapons for the listening post, so that it stops being so helpless

IVE'S
7th Apr 08, 12:17 AM
All I hope is that the points give ACTUAL STRATEGIC IMPORTANCE. I mean why would I fight the oppositon to gain a point on the other side of the map which gives me nothing but a few resources when in the process I will probably lose a significant portion of my force.

If the maps were designed to be more direct and have actual strategic avantages to holding these points, it would vastly improve gameplay. Picture this. There is a small valley, city street, what-have-you which narrows into a choke point. A strategic point would be placed on higher ground with good line of sight overlooking the street. This would be an important place to hold because it is a strong point from which you can work. Of course, it would have weaknesses, such as to jump troops, artillery, etc.

With what we have now, you simply take the point, put a LP and pay no notice of it. Why would you? Sure it gives out resource, but you certainly would have many points like it and losing it will be no big drama.

What I'm getting at is I want more emphasis on Strategic Points and for them to be implemented as an absolutely vital asset.

IndigoSpyder
7th Apr 08, 1:56 AM
Just a question, in the table-top game when playing as an Imperial Guard, are you required to gain some artifact or something to enable you to use a Baneblade tank or Iron Lore was practicing its creative liberty?

Shakrith
7th Apr 08, 3:07 AM
Personally what I'd like to see (but it probably won't happen) is each race gets its own unique resource which is gathered in its own unique way. Sisters of Battle and Dark Eldar are both interesting factions to play simply because of the extra resource.

Yes, yes, YES! This is what I'd like to see (keep in mind, little or no base building is my idea of fun, CoH had it almost just right):

1) Requisition from all strategic points.

2) A second resource - fuel, munitions, power, whatever - which rather than being distributed broadly is concentrated in specific locations. You have to capture reactors/supply dumps/beacons which are fewer and further between than strategic points, and located in or near buildings/bunkers etc of some sort. This resource is used for acquiring vehicles, heavy weapons, and (defensive, seeing as I don't want base building) structures.

3) Race-specific resource which is used for teching and abilities. This would really add a whole new dimension to the game. What are some possibilities? Well here are the ones we already have:

DE: Souls
SoB: Faith
Orks: Waagh!

What about the other races?

Chaos: Favour. You can do special things to please the gods, usually involving a blood sacrifice - yours or the enemy's. It might work something like this: you make a mass of bodies, one way or another, and erect an altar to the Gods. It generates a burst of favour, then a slow trickle, and if you lose the altar, you lose the favour. If it goes negative, squad leaders are picked at random to go nuts. Or something like that.

Eldar: Webway control. You have to build webway portals and connect them by taking a bonesinger from one to the other. You get resources from the connection, and the longer the link, the better. Alternatively, or in addition, you could get the resource from collecting Eldar dead - their Soulstones.

'Nids: Biomass. Pretty clear and simple: eat every corpse, tree, grass, et cetera.

Space Marines: This is a hard one. The Space Marines don't need anything at all - they're intended to be self-sufficient, and in the rare event they don't have something on the planet, it's probably in orbit waiting to be dropped. So how about this - Chapter Honour. You have to use Apothecaries to recover the geneseed of fallen battle-brothers. You can order your Marines to go Black Templar style and kneel and pray, which after a minimum amount of time (to avoid spamming) gives a boost to your third resource. This is the least clear of the ideas for me.

nick2512
7th Apr 08, 3:17 AM
No needs for munitions, just put a good ol' Promethium mine on the map, Promethium is the fuel for the W40k universe so you might be able to replace power with Promethium instead?

So you still have 2 resources but instead of camping in your base and build heaps of power generators, you'll might have to go out there and get some Promethium from mines. The game will be more aggressive because players will fight over fuel for tanks and flamers.

Perhaps munitions will comes from outer space? You might build and Machine Cult yes? But once you stop producing vehicles from it, you'll be able to convert it to a space land pad. You'll see Thunderhawks come down from the sky once in a while laden with ammo and some promethium but I would love DoW2 if it got no more than 2 resources.

CoH resources gives me headache sometimes.