Hard Light Productions Forums
Off-Topic Discussion => Gaming Discussion => Topic started by: 0rph3u5 on May 03, 2016, 09:57:54 am
-
An Announcement happened
-
Hahaha. I was just about to open a new thread about it but you beat me to it :lol:
-
(https://media.giphy.com/media/xHX546S4pQBPy/giphy.gif)
-
OK, so that happened.
-
For more info
http://www.pcgamer.com/dawn-of-war-3-inside-relics-biggest-rts-yet/ (http://www.pcgamer.com/dawn-of-war-3-inside-relics-biggest-rts-yet/)
-
Well, that trailer told me basically nothing about the game.
-
Well, that trailer told me basically nothing about the game.
Thats not new
"Bases are back" :( - "pick 3 elites before the match" :)
-
Bases being back is excellent news.
-
Well, that trailer told me basically nothing about the game.
Actually it did. I.e.: There's bigger stuff than Dreadnoughts now ;-)
-
Well, that trailer told me basically nothing about the game.
Told me wear casualties go after the game stops rendering them :blah:
-
Told me wear casualties go after the game stops rendering them :blah:
...well, you're right.
-
Bases being back is excellent news.
I never felt that static bases added much to the RTS after I played Ground Control; Its an arbitrarry means to facilitate the difference between techology tier (stronger untis basically) but is not better than any other means like escalation points for destroyed units or objective captured time. But most of all it did not gel well with the DoW style where ressources were gained by battlefield control whcih encouraged mobility and expansion with units across the map
but this denate is as old as DoW2 so for the saving space and nerves: Agree to disagree?
-
Not that we're asking supreme commander levels of giantness, I'd love to see the addition of lower tier titans, integration of air strikes, etc and a few other things found in DoW mods and actual codex material. Pity, I want my treads and flashlight brigades.
-
I never felt that static bases added much to the RTS after I played Ground Control; Its an arbitrarry means to facilitate the difference between techology tier (stronger untis basically) but is not better than any other means like escalation points for destroyed units or objective captured time. But most of all it did not gel well with the DoW style where ressources were gained by battlefield control whcih encouraged mobility and expansion with units across the map
but this denate is as old as DoW2 so for the saving space and nerves: Agree to disagree?
Base building is an important mechanic if it's actually done properly. Relic RTS were very poor games for base building because you rarely interacted with them, other than as a technology marker. In this sense, you could have a single structure that simply keeps track of your technology progress, which is what DoW2 ultimately ended up doing. (Previous games like Company of Heroes or Dawn of War 1 had this issue).
In other RTS games like Starcraft or Supreme Commander, base building does more than act as a technology marker. Your strategy and unit composition depended on what structures and how many of that structure you had built. Furthermore, you are encouraged to set up new bases to collect more resources. This creates a kind of dynamic battlefield where your opponent might fight over a different region of the map than he would otherwise. In Relic RTS, the focal points tend to be the same because the resource/VP points are always in the same spots.
If DoW3 is a larger scale game, I can see base building being an important element. In DoW2, you reacted to your opponent with your own mobile forces. In a larger scale, having defensive structures might be warranted because you cannot react as quickly, and so investing resources in holding ground might be a mechanic that could benefit the game.
-
Hey man, everyone is entitled to their opinion. I personally would have skipped DoW2 completely if Spardason didn't gifted it to me. And even then, I found the campaign incredibly boring and devoid of strategy. The 4 heroes in the arena against waves of enemies was the most fun I had with it.
But imo, that makes for a poor RTS.
So for me, hearing base building is back, is excellent news.
-
everyone is entitled to their opinion. I personally would have skipped DoW2 completely if Spardason didn't gifted it to me. And even then, I found the campaign incredibly boring and devoid of strategy. The 4 heroes in the arena against waves of enemies was the most fun I had with it.
My apprication is more build on the MP, my brother and I were a inseperable team before he got his job :D (Techmarine/Waaghboss and Warlock/Sorcerer FTW!)
The SP really was to RTS that what CoD is to FPS IMO (cheap, overly focused on spectable and disposable)
Base building is an important mechanic if it's actually done properly. Relic RTS were very poor games for base building because you rarely interacted with them, other than as a technology marker. In this sense, you could have a single structure that simply keeps track of your technology progress, which is what DoW2 ultimately ended up doing. (Previous games like Company of Heroes or Dawn of War 1 had this issue).
In other RTS games like Starcraft or Supreme Commander, base building does more than act as a technology marker. Your strategy and unit composition depended on what structures and how many of that structure you had built. Furthermore, you are encouraged to set up new bases to collect more resources. This creates a kind of dynamic battlefield where your opponent might fight over a different region of the map than he would otherwise. In Relic RTS, the focal points tend to be the same because the resource/VP points are always in the same spots.
Force composition is a vital part of strategy but it is not the only part, and most RTS entires don't rely on one I would consider a more improtant aspect of a successfully strategy: Force Conservation (SuCom is esspecially a offender against that one). And if Force Conservation takes the forefront then an the emerging Force Composition you get from base building is not that important anymore, because if you treat your units as non-disposable you will have to think hard about their viability for all your maneuvers from the start.
And while it locks you into your strategy from the first unit you pick, it also forces you to diversify your protfolio instead of just spamming. (or you have to make up for in another way, e.g. in DoW2 Eldar were masters of early vehicle/anti-vehicle access because their tier 1s hardly measured up, unless you were really really good, and then rather spend their early ressources in building the team's economy. That's also why Chaos got the Bloodcrusher, so s.o. else had early vehilce access)
Again: Different axioms, which make different opinions. Agree to disagree?
-
This looks interesting. Addition of the Imperial Knight really does seem to herald a serious increase in scale. The article referred to it as a "super-unit", meaning it will probably be the largest one available, though.
I wish 40K got more attention on the FPS front, as well. So far, we've had Space Marine (well, a TPS) and Fire Warrior. I think that a Mechwarrior-style game based around Titan legions could be the most Epic thing ever (obscure pun intended). :)
-
I want Wargame: 40k.
-
I want Wargame: 40k.
Wargame: 40k would be a hard sell, though; it'd almost have to move away from the tabletop balance so you'd end up with Movie Marines, IG infantry made of tissue paper, Titan-scale units are unstoppable...
That said Wargame is definitely the platform to play Space Marines as the rapid strike and high mobility force they are supposed to be.
-
I am still sad there will be no Titans, but mildly interested.
-
E3 info is coming up, 3 highlights so far:
- Relic is going to work on their presentation skills and make the mechanics more accessible (YAY! Relic learned something)
- Campaign is said to rotate between the factions but TermieAngie is going to be the protagonist along with the pilot of the Imperial Knight (not sure how that is going to shake out; but let's see if Solaria can life up the Relic's standard female, imperial WH40k characters, like Derosa and Mira)
- "a bigger threat is looming" (It's WH40k, there is always a bigger threat looming, duh)
-
Good old Cap'in Gabe.
-
Good old Cap'in Gabe.
TermiAngie is Chapter Master now ... because plot reasons demanded he surived getting one-hit-killed by a Daemon Prince (which is literally the most interesting thing TermiAngie has done)
-
TermiAngie is Chapter Master now ... because plot reasons demanded he surived getting one-hit-killed by a Daemon Prince (which is literally the most interesting thing TermiAngie has done)
I know that.
But he'll always be Cap'in Gabe to me, since I played DoW 1.
-
Welcome back base building.
Looking forward to the bastardly things Relic can pull with this.
-
My Face is My Shield!
-
Woah, A Termi... jumping? What the ****edy ****? And is he wearing Tartaros pattern tactical dreadnought armor?
Neat :D
-
Just out of the hands-on at Deep Silver's booth... very cool indeed but it still got it way to go (e.g. per unit AI was clearly a work-progress)
Ive got a few opinions about some the effects and units though (e.g. Dark Reaper look pretty slim)... but that you can clack up to adaptation