Halo Wars 2?

Last post 06-11-2010, 9:06 PM by spartan440. 397 replies.
Page 9 of 27 (398 items)   « First ... < Previous 7 8 9 10 11 Next > ... Last »
Sort Posts: Previous Next
  •  11-19-2009, 4:06 PM 774298 in reply to 774293

    Re: Halo Wars 2?

    free building,

    more units.

    more complicated eco. management

    more in depth rts machanics.

    more micro and more macro.

  •  11-19-2009, 4:09 PM 774300 in reply to 774273

    Re: Halo Wars 2?

    Arbiter 1337:

    Free base builing would totally work. Worker units would also perhaps have to be added, or atleast I would like them to be added.

    "being able to actually make good BO because you can build more than 1 building at a time is a must!"

    Not really. A good build order doesn't come from another production que. CnC had an option where you couldbuild another production que straight away, it didn' cost so much, and didn't take that long to build, but no one good ever made one in the first 7 buildings. Second production ques early on often fail. I think SC is practicly the only exception.

    The problem was, getting totally rushed. My idea to counter this is when you start, your starting base will have walls for the first 3 minutes, thereby protecting the base from being rushed. If you go Air units, the aircraft will be locked in the air pad. When the 3 minutes are over, the walls will open, and allow units to roam.

    This also could help with speed in setting up a match, because HW could just load the bases and in the 3 minutes, HW could load the rest of the map.

    Discuss this. 

  •  11-19-2009, 4:14 PM 774304 in reply to 774291

    Re: Halo Wars 2?

    Arbiter 1337:
    UNBELIEVABLE:
    Arbiter 1337:
    UNBELIEVABLE:

    Arbiter 1337:I do enjoy HW, and would probably buy a second. But im not sure they could expand enough to justify a second.

    Go back to pg 4, thats what can be done.

    I don't know what game you was playing but RPS worked for me.

    You diddnt even write the sentence properly and your telling me which is best RTS.seriously...

    Im sorry if im offending anyone but its common sense,and nobody is telling me whats wrong with it they are just saying its wrong,thats no help at all.

    Wow, your such a grammar Nazi. My opinions must be void because I used to wrong tense of the word.

    Ill tell you whats wrong with your ideas...Nearly everything. To list all the problems would be such a huge tasks its far simpler to say "Go away and rethink them"

     

    You dont know how wrong you are,this plan of ideas isnt just mine oh no,its a number of peoples ideas all combined at least 10-15 people and you just saying that all 15 of those people are wrong is just stupid. You simply dont understand all those other people said what they felt needed changing and they backed their purposals up with reasons and then ideas were sent back and forth until a solution was found,you just saying it was bad for no reason is just not helping anyone.We will try this again,i think RPS is just too simple,it doesnt relate to the halo world that well.

    Your saying you disagree for no reason.Why?

  •  11-19-2009, 4:20 PM 774305 in reply to 774300

    Re: Halo Wars 2?

    collie2553:
    Arbiter 1337:

    Free base builing would totally work. Worker units would also perhaps have to be added, or atleast I would like them to be added.

    "being able to actually make good BO because you can build more than 1 building at a time is a must!"

    Not really. A good build order doesn't come from another production que. CnC had an option where you couldbuild another production que straight away, it didn' cost so much, and didn't take that long to build, but no one good ever made one in the first 7 buildings. Second production ques early on often fail. I think SC is practicly the only exception.

    The problem was, getting totally rushed. My idea to counter this is when you start, your starting base will have walls for the first 3 minutes, thereby protecting the base from being rushed. If you go Air units, the aircraft will be locked in the air pad. When the 3 minutes are over, the walls will open, and allow units to roam.

    This also could help with speed in setting up a match, because HW could just load the bases and in the 3 minutes, HW could load the rest of the map.

    Discuss this. 

    Rushing would be practically impossible,in C&C you built up so fast it was near impossible to rush,why it would be different here,i dont know.

  •  11-19-2009, 4:24 PM 774307 in reply to 774300

    Re: Halo Wars 2?

    collie2553:
    Arbiter 1337:

    Free base builing would totally work. Worker units would also perhaps have to be added, or atleast I would like them to be added.

    "being able to actually make good BO because you can build more than 1 building at a time is a must!"

    Not really. A good build order doesn't come from another production que. CnC had an option where you couldbuild another production que straight away, it didn' cost so much, and didn't take that long to build, but no one good ever made one in the first 7 buildings. Second production ques early on often fail. I think SC is practicly the only exception.

    The problem was, getting totally rushed. My idea to counter this is when you start, your starting base will have walls for the first 3 minutes, thereby protecting the base from being rushed. If you go Air units, the aircraft will be locked in the air pad. When the 3 minutes are over, the walls will open, and allow units to roam.

    This also could help with speed in setting up a match, because HW could just load the bases and in the 3 minutes, HW could load the rest of the map.

    Discuss this. 

    CnC had that, it was called Siege. Another game did it aswell, I forget what game though. Both those game modes suck balls, and only nubs liked them.

    Very very few RTS have been good when they introduce a anti rush mechanic. I think Dawn of War 2 was like the only decent one.


    Arbiter is 1337!
  •  11-19-2009, 4:26 PM 774308 in reply to 774305

    Re: Halo Wars 2?

    UNBELIEVABLE:
    collie2553:
    Arbiter 1337:

    Free base builing would totally work. Worker units would also perhaps have to be added, or atleast I would like them to be added.

    "being able to actually make good BO because you can build more than 1 building at a time is a must!"

    Not really. A good build order doesn't come from another production que. CnC had an option where you couldbuild another production que straight away, it didn' cost so much, and didn't take that long to build, but no one good ever made one in the first 7 buildings. Second production ques early on often fail. I think SC is practicly the only exception.

    The problem was, getting totally rushed. My idea to counter this is when you start, your starting base will have walls for the first 3 minutes, thereby protecting the base from being rushed. If you go Air units, the aircraft will be locked in the air pad. When the 3 minutes are over, the walls will open, and allow units to roam.

    This also could help with speed in setting up a match, because HW could just load the bases and in the 3 minutes, HW could load the rest of the map.

    Discuss this. 

    Rushing would be practically impossible,in C&C you built up so fast it was near impossible to rush,why it would be different here,i dont know.

    I don't know what game you was playing, but rushing was essential in CnC.


    Arbiter is 1337!
  •  11-19-2009, 4:30 PM 774310 in reply to 774308

    Re: Halo Wars 2?

    Arbiter 1337:
    UNBELIEVABLE:
    collie2553:
    Arbiter 1337:

    Free base builing would totally work. Worker units would also perhaps have to be added, or atleast I would like them to be added.

    "being able to actually make good BO because you can build more than 1 building at a time is a must!"

    Not really. A good build order doesn't come from another production que. CnC had an option where you couldbuild another production que straight away, it didn' cost so much, and didn't take that long to build, but no one good ever made one in the first 7 buildings. Second production ques early on often fail. I think SC is practicly the only exception.

    The problem was, getting totally rushed. My idea to counter this is when you start, your starting base will have walls for the first 3 minutes, thereby protecting the base from being rushed. If you go Air units, the aircraft will be locked in the air pad. When the 3 minutes are over, the walls will open, and allow units to roam.

    This also could help with speed in setting up a match, because HW could just load the bases and in the 3 minutes, HW could load the rest of the map.

    Discuss this. 

    Rushing would be practically impossible,in C&C you built up so fast it was near impossible to rush,why it would be different here,i dont know.

    I don't know what game you was playing, but rushing was essential in CnC.

    I cant remember one game where i got rushed in C&C.

  •  11-19-2009, 4:32 PM 774312 in reply to 774294

    Re: Halo Wars 2?

    Arbiter 1337:
    annihilator41:
    Arbiter 1337:
    annihilator41:
    Arbiter 1337:
    UNBELIEVABLE:

    Arbiter 1337:I do enjoy HW, and would probably buy a second. But im not sure they could expand enough to justify a second.

    Go back to pg 4, thats what can be done.

    Those ideas arn't very good.

    Custom armies, 5 tech levels, no RPS....really?

    I don't know what game you was playing but RPS worked for me.

    ya it works but do you really want something that will get work to get you by or something for longevity. Which one would be best to keep the game fresh and real?

    Longevity. RPS delivers on that.

    If it doesn't work for you, then your thinking it does something it wont. It's an underline soft counter system, nearly all RTS have them. But, hard counters are nearly always better.

    I am not saying get rid of it I just think there could be a lot of other things that should be worked on first. 

    If it works, then it doens't need to have time invested on it.

    I mean i think they still need to work on it but its not to far off after they buff a few units here and there
    2v3 win-http://www.halowars.com/stats/StatsGame.aspx?Id=17921612-9568-5520-6180-000000000000

    Unofficial Halo Wars 2 thread http://www.halowars.com/forums/thread/774610.aspx

    You nerfed the only thing left with life the ARBITER!

  •  11-19-2009, 4:33 PM 774314 in reply to 774304

    Re: Halo Wars 2?

    UNBELIEVABLE:

    You dont know how wrong you are,this plan of ideas isnt just mine oh no,its a number of peoples ideas all combined at least 10-15 people and you just saying that all 15 of those people are wrong is just stupid. You simply dont understand all those other people said what they felt needed changing and they backed their purposals up with reasons and then ideas were sent back and forth until a solution was found,you just saying it was bad for no reason is just not helping anyone.We will try this again,i think RPS is just too simple,it doesnt relate to the halo world that well.

    Your saying you disagree for no reason.Why?

    Oh, I didn't realise that 10 whole people worked on that. It must be right, and my opinion must be the same because 10 people worked on it.

    RPS is simple, it is supposed to be. It's a basic soft counter system, nt a complex one. Simple is at it's core because HW is supposed to be a very simple RTS.

    "Doesn't relate to the Halo World" doesn't relate to balance, or fun. Multiplayer is a sandbox mode where characters, maps, places, wepons, basicly all the tools from the Universe are thrown into a box where players can mash it up for fun. To achive balance and fun, then Cannon has to take a step back from this mode. Explain how a couple Master Chiefs, killing other Spartans and working along side Elites to capture a flag and bring it back, only to do it again has anything to do with Cannon. Basicly, it doesn't because its Multiplayer.

    So, RPS relating to the Halo World really isnt taken into consideration when they made it.


    Arbiter is 1337!
  •  11-19-2009, 4:36 PM 774316 in reply to 774310

    Re: Halo Wars 2?

    UNBELIEVABLE:
    Arbiter 1337:
    UNBELIEVABLE:
    collie2553:
    Arbiter 1337:

    Free base builing would totally work. Worker units would also perhaps have to be added, or atleast I would like them to be added.

    "being able to actually make good BO because you can build more than 1 building at a time is a must!"

    Not really. A good build order doesn't come from another production que. CnC had an option where you couldbuild another production que straight away, it didn' cost so much, and didn't take that long to build, but no one good ever made one in the first 7 buildings. Second production ques early on often fail. I think SC is practicly the only exception.

    The problem was, getting totally rushed. My idea to counter this is when you start, your starting base will have walls for the first 3 minutes, thereby protecting the base from being rushed. If you go Air units, the aircraft will be locked in the air pad. When the 3 minutes are over, the walls will open, and allow units to roam.

    This also could help with speed in setting up a match, because HW could just load the bases and in the 3 minutes, HW could load the rest of the map.

    Discuss this. 

    Rushing would be practically impossible,in C&C you built up so fast it was near impossible to rush,why it would be different here,i dont know.

    I don't know what game you was playing, but rushing was essential in CnC.

    I cant remember one game where i got rushed in C&C.

    You was ethier playing Siege mode, or total nubs.

    I was one of the top player in CnC3 and Kanes Wrath. It was essential to put early pressure on your enemy. I used to make a Turret 1st, then sell it to get the Marine, and run it t your base and "Bunker Down" with it. Unless you also got Infantry out just as fast, its good bye economy.


    Arbiter is 1337!
  •  11-19-2009, 8:52 PM 774451 in reply to 774271

    Re: Halo Wars 2?

    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.

  •  11-19-2009, 9:46 PM 774464 in reply to 774451

    Re: Halo Wars 2?

    i just read the first page, so dont judge me but do any of you know how much time and effort it would take to do ALL of this. dont get me wrong it would be worth the wait im sure but seriously thats a lot of stuff. also galactic battles might be cool but i think we just need to spice up the ground wars alot more instead.
    Almost isn't good enough.
    Take No Prisoners!
    Repitition Kills You.
    <(^(oo)^)> -its a piggy!
  •  11-20-2009, 8:22 AM 774569 in reply to 774464

    Re: Halo Wars 2?

    abcdestroyer:i just read the first page, so dont judge me but do any of you know how much time and effort it would take to do ALL of this. dont get me wrong it would be worth the wait im sure but seriously thats a lot of stuff. also galactic battles might be cool but i think we just need to spice up the ground wars alot more instead.
    I agree I would love space battles ,but I think they need to focus on the ground battles and perfect that. Then work on the extra things. Also what if Halo Wars ended up like starcraft and became one of the best rts game around(I would be so happy).
    2v3 win-http://www.halowars.com/stats/StatsGame.aspx?Id=17921612-9568-5520-6180-000000000000

    Unofficial Halo Wars 2 thread http://www.halowars.com/forums/thread/774610.aspx

    You nerfed the only thing left with life the ARBITER!

  •  11-20-2009, 9:46 AM 774578 in reply to 770839

    Re: Halo Wars 2?

    do you love halo.

     

  •  11-20-2009, 9:55 AM 774579 in reply to 774578

    Re: Halo Wars 2?

    tylor59:

    do you love halo.

     

    I like rts games:)
    2v3 win-http://www.halowars.com/stats/StatsGame.aspx?Id=17921612-9568-5520-6180-000000000000

    Unofficial Halo Wars 2 thread http://www.halowars.com/forums/thread/774610.aspx

    You nerfed the only thing left with life the ARBITER!

Page 9 of 27 (398 items)   « First ... < Previous 7 8 9 10 11 Next > ... Last »
View as RSS news feed in XML