My Suggestions

Hello, I enjoyed HW so much and enjoy RTS games in general, but I can see why it didn’t hit off ( although I thought it was still a very solid game ).

So I wanted to express my opinions on what would make HW2 a better game :slight_smile: ( this is my opinion btw, so be constructive pls )

Ok one thing I noticed in the original is it was kinda bland after a while, there wasn’t much customization ( aesthetically and physically ) other than hero choice and race.
I feel like the game needs to branch out more in tech choices, more races, heroes <— these are very general ideas and I kinda expect them to improve on this.
What I would like to see is maybe beforehand choices? ( multiple ability choices maybe? ) Weapon choices? Hero and maybe units. beforehand special unit choices? stuff like that.

Another thing is terrain was very 1d, Could we see destructible terrain ( example I was thinking, imagine a massive skyscraper in the middle of the map if you destroy it, it falls and drops in the direction of the opposing forces army killing anything in the way? again just something I plucked out of air ).
Another thing is what about an object that encourages engagements such as, say there’s a map in a massive building or something, in the middle ( or somewhere else ) there is a lever that is guarded by ( flood, rebels, proms? ) if you can defeat them, an alert is sent out to players ( friendly and foe ) saying it has been breached or w/e, now once the defenders are killed, you can begin to hack or pull or w/e it is in the middle, now since the other team knows that you are going for it, they can either A. Ignore it or B. choose to fight over it for control. Now this lever/device activates say a gas ( or missile, or flood or w/e ) that damages the enemy, either by damaging their army, debuffing them ( making them slower, lower damage, idk). I think this will create more mental stress, will encourage more engagements so armies don’t just build up and sit around and will add another factor in choosing your tech tree.

Map based control:
What I mean by this is say, one map has a unique modifier that affects both teams. Examples of this is are…

Environmental effects:
Tornadoes - Damages, kills, re positions units.
Earthquake - Shakes screen, changes map ( fissures, terrain change such as boulders flying around or w/e ).
Blizzard - Slows organic units, decreases vision.
Solar flares - Increases vision, decreases vision when facing a certain way.
Fog - Say this reduces vision of units, attack range, adds a miss mechanic ( or increases its chances ) etc… etc…
World War - Occasional fighters fly pass shooting in random spots, troops drop in,
Boss - Either a boss spawns on the map and you can either control it by leading it to a certain spot ( while defending it from foes ) or each team gets a boss and they both charge at each other, the team with the boss remaining has a distinct advantage.
Cameras - Offers vision to certain spots ( choke holds, main routes ).
Unique Economic Mechanics:
This is something that I can’t really decide, but would rather it be completely unique to the 343 team or whoever is directing it.

I do have some suggestions though, like resource control points such as the crate lift in HW and the crates around the map, but this needs to be tuned and defined a lot more. Maybe have a resource route that whoever controls it has a direct point-to-point route that increases resource flow.
Fallen Vehicle control, like the scarab in that mission in HW, if you can control, defend then you can keep it.
Unit upgrade, Base upgrade points. Say you control a location, then your army has an advantage by maybe, controlling artillery you can back up your army, harvesting a device that when taken back to your base upgrades its defenses by maybe giving it another turret, damage and such.
Stealing enemy resources. This would encourage base defense and attack, but I’m still not sure about this since it can be a make or break situation.

Unit Mechanics:
This can be a wide range of things, what I was thinking was unit composition, unit positioning and unit properties.

Unit composition - Think about HW, UNSC had 5 marines each with an assault rifle and a grenade ability. What I was thinking i you can change what units fit in that certain unit group type ( marines ), so instead of 5 marines, you can have 2 assault rifle marines, 1 medic and 1 rocket launcher. ( the assault rifle is standard damage, medic is support and healing, rocket launcher is high damage ( effective against vehicles ). Of course this needs balance so maybe implement a point mechanic where certain types of units are worth more/less.
Unit positioning - My idea is to improve upon composition and properties. What makes this useful is you can have a unit in the front that can be classified as the ‘tank’ which has dominant defense capabilities, then you can have the medic somewhere behind, and the other units wherever you would like.
Unit properties - Again, improving upon the above points. This is something that can alter the ‘stats’ of each unit. As I said above, you can have a unit that exchanges damage points ( or w/e system ) to increase it’s defensive capabilities. Another is unit weapons, equipment, items ( such as med pack, special ammo, unique ability ).

Game Modes
General Modes - Things like Capture The Flag, King of the Hill, Auto Production, 1v1 2v2 3v3 4v4 5v5 etc…(Standard Mode ), Big Team ( Either a modified version of standard to fit more players or increased production, max units all that jazz ), and the classic Deathmatch . :slight_smile:

Debatable Modes - ( or my ideas for modes ) :
Hardcore - Units cost more ( or resource production is decreased ), units/bases have decreased/increased HP, less speed, modified range and custom modifiers ( miss mechanic, bleed mechanic, fire mechanic ) etc… ( Bleed/Fire causes damage over time when in critical condition ) reload mechanic, heroes don’t respawn, all that stuff. Although I think this would be hard to pull off effectively with all these mechanics, but I believe in you 343.
Speed Play - increased play time speed. Faster production, attack speed all that, generally for just faster games.

General Ideas - Maybe each player has a starting fortress or such that is stronger than most expanded bases. For balance reasons maybe it gets stronger as the game progresses either through timed mechanics or by upgrades or such? there are many cons/pros to this.
Pros - Can deter rushes, makes taking on a players main base much harder and can encourage longer games and destroying your opponents more strategically.

Cons - Can deter rushes.

Starting players much closer to each other and building them to their advantage.
Pros - Can deter rushes. Harder to outright destroy someones main base thus making games longer.

Cons - Again rushes.

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I intent to improve upon this, but would like some criticism first

Reserved due to near character limit.

Do you play RTS games?

I do, why is that?

Your suggestions sound rather FPS influenced, or ask for varying degrees of randomness (or aspects beyond reasonable control) to be thrown into a game type that is known for its standards of reliability - Real Time Strategy(RTS).
For example

> 2533275012398648;1:
> What I mean by this is say, one map has a unique modifier that affects both teams. Examples of this is are…
>
> Environmental effects:
> Tornadoes - Damages, kills, re positions units.
> Earthquake - Shakes screen, changes map ( fissures, terrain change such as boulders flying around or w/e ).
> Blizzard - Slows organic units, decreases vision.
> Solar flares - Increases vision, decreases vision when facing a certain way.
> Fog - Say this reduces vision of units, attack range, adds a miss mechanic ( or increases its chances ) etc… etc…
> World War - Occasional fighters fly pass shooting in random spots, troops drop in,
> Boss - Either a boss spawns on the map and you can either control it by leading it to a certain spot ( while defending it from foes ) or each team gets a boss and they both charge at each other, the team with the boss remaining has a distinct advantage.
> Cameras - Offers vision to certain spots ( choke holds, main routes ).
> Unique Economic Mechanics:
> This is something that I can’t really decide, but would rather it be completely unique to the 343 team or whoever is directing it.

Tornadoes, Earthquakes, Blizzards… How will these evenly and fairly affect all the players in a game if they are random?
Solar flare?! How can it affect vision in a specific direction when you are playing an RTS.
Fog of war is already an RTS standard element.
World War - again, random, potential for unfair/undiversified damaging. Do these planes appear and target at random. Whats to stop them from randomly attacking one team more than the other, creating an unfair match?
Boss??!! What game are we playing?
Cameras - I assume you mean somewhat like Xel’Naga towers for Starcraft II, in which case that makes sense. But as literal cameras, no.

> 2533275012398648;1:
> Unit composition - Think about HW, UNSC had 5 marines each with an assault rifle and a grenade ability. What I was thinking i you can change what units fit in that certain unit group type ( marines ), so instead of 5 marines, you can have 2 assault rifle marines, 1 medic and 1 rocket launcher. ( the assault rifle is standard damage, medic is support and healing, rocket launcher is high damage ( effective against vehicles ). Of course this needs balance so maybe implement a point mechanic where certain types of units are worth more/less.
> Unit positioning - My idea is to improve upon composition and properties. What makes this useful is you can have a unit in the front that can be classified as the ‘tank’ which has dominant defense capabilities, then you can have the medic somewhere behind, and the other units wherever you would like.

Marines already had varying abilities as you upgraded. They eventually received a medic and a rocket launcher.
As for your tank idea… How can a single marine at the front of a squad possibly change the amount of incoming damage from other units? Not to mention, taking the time to manually position all 5 members of your potentially numerous squads of infantry would ridiculous.

I understand where you are coming from, also these ideas are not sound and would need incredible balancing, but I will try to explain to you where I am coming from.
also I do not want it to be completely random as to say, something just drops out of the sky onto someones base, RTS is feeling like a rinse, repeat genre and I would like some variety :stuck_out_tongue:

My reasoning for these are:
Tornadoes - Each player is given a warning and a course for the tornado, this can cut off main routes, throws off standard gameplay and the team who deals with it the effectively will be in the advantage.
Earthquake - Effects each team the same, take out rolling boulders, add in certain collapsible spots, shakes screen disorienting gameplay ( which can either deter someone from engaging, or encourage someone too.
Blizzard - This is more of a ehh… idea, I think doing this will encourage people to build more vehicle based units, but this opens up for hard encounters.
Solar Flare - Still debatable, but I was thinking that when facing a certain way ( maybe mountains block out the sun ) the side of the screen would be white ( change to be aesthetically pleasing ). I admit this can be a stupid idea, but I still see potential.
Fog - Rather than fog of war, which I hope is implemented anyway, I am talking about a very heavy fog, (smog? maybe ) which limits your vision more than FoW, also can add other effects.
World War - I think this would be cool in background and add gameplay, you could get a warning that a run is coming in and troops are dropping in (certain/ or semi random spots )
Boss - This would add many more engages as each side struggles for control. Whoever wins gets the advantage.
Cameras - infact, yes that was my exact thinking.

Unit comp - This is more of a beforehand thing, in HW i noticed each unit had seperate hp rather than group hp, so whoever is in front takes the most bullets, more tanks = more soak. This would be hard to balance tho so would take alot of effort to get right.

Edit1: Unit comp, maybe you can create custom squads? and access a menu from in game. Also this would encourage splitting up squads and flanking etc

I would like to hear you feedback :slight_smile: