Dawn of War III - Thread

Moving to the next piece of cover and killing everything within range is a little different to having to build a base as well.

Plus it's certainly possible to balance a game so that what you've described doesn't always work. Company of Heroes was/is a fine example of this.
 
Moving to the next piece of cover and killing everything within range is a little different to having to build a base as well.

Plus it's certainly possible to balance a game so that what you've described doesn't always work. Company of Heroes was/is a fine example of this.

You were complaining that is was boring and repetitive when exactly the same can be applied to base building. You start off building a base the same way each time and in singleplayer, combat tends to wind up the same everytime also, you defend for a while, select a large group of units, plough through the enemy base.
 
You really don't! Bar C&C from the 90s none of the RTS have anything like you described!

In DoW1 you can't simply build a base, stamp out a ton of units and roll right in. It actually takes thought.
 
DOW1 with the RPG elements of DOW2 (all the wargear and experience etc). :)

So... Warcraft III?

A population limit + taxing which forced you to use optimum mobs (or just get the max possible and storm the enemies in 1 fight) and Heroes which levelled up to get new abilities and could take a limited amount of gear to power them up.

That said, it can still be said to be boring and repetitive because base building is ALWAYS exactly the same. DoW2 was a different approach. It worked. You were vastly outnumbered and had to use strategy to win. Particularly important when playing on the highest difficulty. The only downside was that bosses were stupidly unbalanced. I'm yet to play Retribution SP and see how that feels.

I don't know if anyone remembers it but the 'role playing' thing you had with the barbarian guy (Rexxar?) was 1 of the most memorable parts of WC3. That was just you and being outnumbered.
 
I dont care about the base building. What DoW needs is real armies.

I can see why they went with Squad based because 40k table top started a squad based.

If you wanted massive armies you played EPIC, it was impractical to play armies in 40k because it took so long to round turns etc.

However I feel DoW needs massive armies. It needs to focus much more on mechanics of war.

  • When I play Orcs I need large armies I can charge in to the slaughter!
  • When I play Eldar I need magic to hault advances and there specials to pic units off
  • When I play Space Marines I expect tactics and steel
  • When I play Imperials I expect defensive lines and artillery
  • When I play Tyranids I expect unstoppable waves of units
  • When I play Chaos I expect to warp my enemies minds

This is really hard to balance, but it is evident you cant have Orcs, Imperials and Tyranids without a high unit count.

I guess the real point is you could choose to spend points on masses of units or points on specialisation (as Orcs, Tyranids and Imps to). It is a gamble to build a squad, but you choose cheap masses or some specials or all specials and you built them based on what was given to you as the prologue for battle.

Forget the campaigns and concentrate on the battles. Think more Total War than CoH!
 
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Why do people miss base building and resource collection? Why did these make the first so much better? Actually did the first even have resource collection? So its just 2 sevitors at the start build a barracks... and that ruins the entire second game for you?

What i dont get about all this is people say the single player in the 2nd is dull, yet the first one didn't really have a single player it was just an ai skirmish match.. which the second one has!

Play online and the second one is a far superior game, its more tactical over strategic, but then the first wasn't strategic or tactical it was a classic CTRL+A attack move game.. if you want strategy SC2 kills them all anyway
 
thing is, as much as I would love a proper game based on source materials balancing is almost impossible, how the heck would you balance the Necrons based on source material their weapons tear targets apart in seconds at the atomic level making them essentially a 'god-race' so that could be hard. a third one needs to take all the lessons learnt in the first game and all the lessons learnt in the second game and combine them to make an overall better experience, the second was too small scale, too RPG geared, the first game was too small scale, lacked customisation and was rather 'clunky', plus didn't portrait the races to how they are supposed to be, would love a Dawn of War III though! :D
 
Is he talking about the campaign in Dark Crusade where you slowly take over that map thing?

SP vanilla DoW is nothing like that mind.
 
I think I did the first takeover and then decided I couldn't be bothered anymore.

DoW and Winter Assault SP campaigns were brilliant though - apart from the fact that in WA you have to play as the stupid Imperial Guard. :p
 
That reminds me, you could switch to the Eldar half way through it, which I never did. Any excuse for another play through :D
 
DW1 was immense. DW2 didn't do it for me personally.

Someone mentioned EPIC earlier, there was an EPIC PC game years ago, needs remade IMO.
 
Dark Millenium? Should be able to find it on freeware these days. That had some good mission scenarios as well, pretty difficult too if I recall.
 
What are you on about? It had a fantastic single player campaign backed up by a really good story.

The story is irrelevant. Story works if you do full blown universal warfare like Supreme Commander, smaller scale battles like C&C, smaller scale battles like CoH or a group of heroes fighting against impossible odds.

DoW2 was a game centered on the Blood Ravens who had to fight the innumerable horde of Tyranids as well as deal with Orks and Eldar so the style worked perfectly for those. For the Tyranids its hard to see the 'innumerable hordes' working when you're in command of a small group of heroes, but oddly enough that doesn't seem to bother anyone when you're playing The Last Stand with a single hero...
 
thing is, as much as I would love a proper game based on source materials balancing is almost impossible, how the heck would you balance the Necrons based on source material their weapons tear targets apart in seconds at the atomic level making them essentially a 'god-race' so that could be hard.

...same way they do it in the table top?
 
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