Postby Tsototar » Mon 10 Nov, 2014 9:09 pm
so I was just on a fairly long flight, and started thinking about Dark Eldar and new factions in principle (this is gonna be a long post, be warned).
I think it's worthwhile to look back at DoW1, specifically when they finally introduced Tau and Necrons. So you've got two whole factions with lots of different units etc., that appeal to players who like the idea of playing as said factions, and also adds fun for people who don't want to play as them, by having a different set of "problems to solve" i.e. "how to fight these new guys?".
But the Necrons added something even more - a rather different "economic system" from all the other factions, not needing req points in quite the same way everyone else did, and therefore with a different set of limitations and advantages, and necessitating quite some differences in how to fight against them strategically (as opposed to tactically). And the way that "economics change" worked seems fluff appropriate, which is good.
So to that end, the Necrons add "more" to the game complexity/"interestingness" than the Tau. And this sort of thing would also affect/apply to DoW2. There's the other thread about adding Tau, and the question/topic regularly pops up re: Tau in the elite mod, doesn't it. But what exactly would the Tau, as a new faction, do for the game?
It would be a real "pull" factor for people who think "wow I can be Tau? Awesome!". It adds one more set of different engagement methods etc., for people who will have to fight them. But there doesn't seem to be much scope for any great "economics" change.
(And a problematic issue would be that you'd be introducing a faction for which the general conception ("long range shooty army") already has not one but two representatives in game (IG and Eldar; Manticore, Prism, Dcannons). If the Tau are going to be shootier than that, with most existing maps there's going to be problems with most of the Tau roster being able to shoot into enemy bases from their own)
So in terms of "something different", I'd imagine implementing the Necrons would be more interesting than the Tau. Simply reimplementing the Necron system from DoW1 into DoW2 seems a bit ... lacking though?
I think there's an opportunity here, if introducing the Dark Eldar as a faction, for something really quite different/new. It's going to take a lot of thinking/calculating, working out edge cases etc., but if it works it'd be something that could really grab people -
(fluff-wise) The Dark Eldar don't just go out and capture/hunt people just for the fun of it (though yes, Dark Eldar Are Bad And Enjoy Hurting Others Just Because).
They do it because if they don't have souls to siphon off to Slaanesh (indirectly), they themselves are dead meat:
A Dark Eldar who does not capture and kill is doomed.
They need the victims souls in order to stay alive, or else they could just hide in the Webway flogging/spanking each other for pleasure and never leave their basements.
We have a resource for "souls" in the game already - red.
The Dark Eldar could be a faction that needs red in a (somewhat, does not have to be 100%) different way from every other faction in the game.
One possible way:
For the Dark Eldar, red would be a resource that diminishes over time. Red would be, for the DE, a "cost of living".
It ticks down continuously (rate of reduction To Be Determined).
A DE player that lets red drop to zero... is going to regret it.
How?
He can be hurt, e.g. every single model on the field takes hp loss every second red is zero, for example.
This would be a semi-self-correcting thing (since if it keeps going on, he'll start losing models and once any/enough models actually die, hey look there's red, and can therefore stave off the health loss. But only for a while - the new red is going to slowly disappear and get "used up" too...).
The DE faction needs red to function, and if the DE player cannot obtain the red from killing enemies... well, the deaths are going to have to come from somewhere.
Yes this means a DE player should start with some amount of red (this will require careful calibration). (Tier requirements should take care of any worries of globals being used right off?).
I have no idea now if the amount of "red cost per minute" should scale according to the size of his army, but my gut feeling says no -
BUT gut feeling also says any lack-of-red penalty SHOULD scale with the size of the army (hence why I said hp damage per model, above) - a DE player with a large army ought to be better able to inflict losses on the enemy, AND also be more desperate to do so (since his penalty scales up greater along with the size of his army). The higher you climb, the harder the fall...
It could open up different calculations when fighting against a DE army - would it be possible to "starve" a DE enemy by simply refusing to fight him, for example?
or deliberately limiting engagements in particular ways (for high-health squads, being always sure to pull back before you lose models could be more hurtful to him than outright fighting and winning, maybe (the need to take/hold VPs is going to be a complicating factor, but maybe it could be a calculated player move to allow the DE to take an early VP lead in exchange for really hurting him later? After all, camping at the VP right from the start of the game is one way to lose the game). Maybe the red a DE player gets from loss of his own models is a LOT less than what he gets from killing enemies, so it wouldn't affect the calculations of someone having to fight the DE (plus, it would make the red countdown even more frightening to the DE player, as he would lose proportionately a LOT more units if he didn't have enough souls he could harvest from opponents).
All of the globals would continue to have a red cost but it'd force the DE player to have to really think about it. Calling in a nuke and using 500 red is going to be a major disaster if the nuke fails to achieve sufficient/any kills, for example. If there's a per-model hp cost, and your army is already at low health, for example, then a failed nuke could be followed by your entire army just falling over and dying next.
Every move of a DE player will, at the back of the mind, have to involve the continual fear that you're going to run out of souls... and then... (and fluff-wise, this is basically at the back of the mind of every DE, isn't it?).
The globals, I'm thinking of something like one to increase health of a squad (this makes sense, DE use victims' souls to maintain themselves), another to increase damage, one to hurt a targeted enemy squad, speed, that kind of thing. Will have to worry about "snowballing" where use of globals (or any other ability) leading to a lot of red and thereby "solving" the DE need-for-red problem.
(all of this working would be heavily dependent on the background math (rate of use of red, etc.) - yes, it's going to be tricky to work out, but I'm not sure it's impossible).
As was pointed out above, the DE army could be too strong if every squad has all sorts of suppression abilities etc. - that could be the tradeoff for having this sword-of-damocles hanging over the player's head all the time. You could have unit-to-unit the best squads of the whole game, for example, but you're going to have to worry about something no one else need worry about...
I think it could be an opportunity for something really "new", in terms of gameplay, as opposed to "here's a new faction with a set of slightly-different units with slightly-different stats and slightly-different powers". I mean, that's not to say that that in and of itself isn't worthwhile, but (if it's possible to make it work) wouldn't something radically (?) different be more fun?
All Eldar are witches... even the men