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Thread: Army building in DoW 3?
11-10-2011, 12:15 PM #21
Now we have Magic: The Gathering, tens of thousands of different cards with different effects, and a metagame that shifts several times a year depending on some obscure card combination someone found in their club and pulled in a tournament. Something is too powerful? patched rules bans it for some time.
The first was already used in DoW1 to its best IMO, I want to see a bit of the second in any game. My army, handpicked and armed to my tastes.
11-10-2011, 12:25 PM #22
11-10-2011, 04:33 PM #23
- Join Date
- Jun 2011
Plus, rolling lots of dice is fun. Getting a computer to generate a list of random numbers simulating dice rolls is less fun.
If you're watch Sid Meir's take (youtube somewhere) on player expectations when it comes to probability, he's making a related point i think. I find that rolling double red skull in (computer) Blood Bowl far more infuriating than making a bad roll in a real board game. (Probably due to the social side of things... swearing at your opponent as they cackle with glee etc).
11-10-2011, 07:23 PM #24
I would like to see more non-campaign single-player content. I love the RPG campaigns of DoW2, but the campaigns never did a good job of orienting a player towards the intricacies of the multiplayer experience; even the Retribution campaign kind of botched it by having some different rules for global powers, locking out certain units, or changing the way some units are upgraded or obtained (ork boyz being a good example).
After playing the Echo mode for Bulletstorm, I would really like to see more games try their hand at giving solo gamers a chance to play around and/or ease into the multiplayer side of things. Imagine if DoW2 had featured a "Scenario" mode in which you picked your faction and hero and, using the multiplayer rules (or something very close), had to tackle more open-ended maps and challenges of increasing difficulty, with your armies ranking up and receiving visual upgrades as part of the experience (and separate from your multiplayer profile). The solo player gets to ease into the rules of the online mode without necessarily being forced to play against the brain-dead skirmish AI while experiencing rewards that are similar to the online experience. If the player wants to transition to the multiplayer, they will hopefully be a bit better prepared for the demands. If the player doesn't really get into the competitive side of things, they still got the experience of improving their favorite faction(s) using the skirmish ruleset.
12-10-2011, 12:33 AM #25
- Join Date
- Jun 2011
12-10-2011, 02:22 AM #26
Well, I dunno. I think the "best" approach to blend the RPG-ey and strategy elements with the proportional increase in scale and awesomeness (for the single player at least) would be you taking charge of an "army" indeed - like a custom Marine chapter or IG regiment.
How the hell Relic will pull this off I have absolutely no idea, though.
BTW, Relic? Inquisitor game, please?
12-10-2011, 09:32 AM #27
What I would like to see is infantry and things not dying at the drop of a hat. Even Impys should have some resiliency, but obviously not on par with Space Marines. What this would mean is that combat as a whole will slow down, giving a person time to actually make tactical decisions.
13-10-2011, 06:52 PM #28