wayofmind: UNBELIEVABLE: wayofmind:1. Halo Wars 1 has this whole "base slot" motif. The only way I can see this being expanded upon without becoming even more monotonous is to seclude this base style to one faction - IMO the Covenant. Have Covenant bases be slot-centric and much stronger. Relying on an energy shield gets very annoying. It should be a perk - a bonus - not an end-all to the stability of your base. UNSC should have classic freeform base construction within a confined space about the same size as the classic HW base slot. Adjust faction units to balance out base advantages, and you've got a nice big contrast between both factions that would feel much more natural.
2. For God's sake, give us access to a basic fighting force sooner. It's a Halo title. Fight now. Explosions and death now. Halo Wars 1 was designed with this mentality - but obviously it doesn't encourage it enough if fine gentlemen are still sitting at their base until they have max pop while their team is getting raep'd.
3. Spartans need to be more . . . "special". They need to be much more expensive, AND much more worth their purchase. I wouldn't mind waiting until tech 4 and paying 1,000+ for ONE Spartan and watching him raep an entire army by himself. Spartans would be to the UNSC as Scarabs are to the Covenant.
4. For the love of God, make Scarabs cheaper, or make them MUCH more powerful.
5. Covenant can set up base-independent telepads. Pelicans are UNITS. Very POWERFUL (meaning SHOOTING - bang bam boom) and DURABLE units that transport stuff.
6. Waypoints become a patrol route when you link back up with the first waypoint.
7. Units can be commanded to hold their fire unless attacked. (this could even be a HW1 update)
8. Scorpion tanks still severely outdo Wraiths. However, Banshees now severely outdo Hornets. This is only a 1:1 advantage, however. Banshees now cost 2 pop, and Hornets 1, meaning that the Banshees can become overwhelmed 2:1. This makes Vampires still viable, AND nerfs the infamous BANSHEE RUSH.
9. Ghosts are just as strong as Warthogs, cost the same, and can be manufactured out of the base. GOD.
10. Flamethrowers no longer have flashbangs. They have firebombs, like the ones in Halo 3.
11. Choppers are actually worth it.
12. The ability to downgrade a unit - at least the PoR. Downgrade costs just as much as the initial upgrade.
Your basing it on HW1,number 2 will hopefully be nothing like it so most of these ideas are redundent.
The only thing i agree with slightly is spartans,altough not that powerful.
And I don't think you understand how to properly design a sequel and keep it thematically sound.
"Your (you're) basing it on HW1."
OF COURSE.
How many things were carried over that were more or less exactly the same between Halo 1 and Halo 2?
Fable 1 to Fable 2?
Modern Warfare 1 to Modern Warfare 2?
ANY FRANCHISE between the original and its sequel?
A sequel needs to be fundamentally coherent with its predecessor as to fit neatly in a single package.
If Halo Wars 2 was "nothing like" Halo Wars 1, then it wouldn't be Halo Wars 2.
I'm not saying there shouldn't be new units and new abilities. But that's all kids like you seem to focus on. There's also the aspect of refining the original content as well.
Halo 1 is in no way simalar to H2 ,MW2 is much better than MW1,id imagine its the same with fable. Your telling me that they should not change HW units at all,just a few other minor things,and then label it as a new game,thats the worst idea i ever heard,(no offence,thats means,if you dont understand,that im not trying to offend you so you dont have to get thick and call me a child,thank you very much).
I'd never buy HW2 if it was the exact same as HW,it would be a complete waste of money.So embrace the fact that if there is a HW2 that it would change and be different than HW,plus i didnt say that it would be completely different,i said dont asume that it will be the same,for all we know they could start from scratch.