BFG 2 Favors

Hello all. Recently, due to Tindalos acting like they usually do the only BFG related things I've been involved with is finally trying to complete the heroic difficulty campaign. Its been going...poorly but I finally got to the termina est. Its been dunking me because of its favor which led to me thinking about favors in general. What favors do you think will be in BFG 2 for the different factions? Will the current ones be kept? I know that many, many people have complained about nova orks and now that ad mech and astartes have their own fleets the IN might lose those favors. My thoughts are as follows (for the new factions) if you have any ideas please share.

Craftworlders: Likely have the same ones as the current eldar.The Corsairs will likely switch into the raiding bands below:
-Children of Thorns: Can take Druhkari Abilities, more damage to crew during boarding actions.
-Sky Serpents: A DOT ability due to Sliscus's poison obsession and lower morale of nearby ships (more likely to warp out) due to his standard.
-Sky Raiders: Higher likely hood for critical damage with weapons due to viscous attacks, and an improved higher crit boarding.
-Sunblitz Brotherhood: get the Alaitoc favor for being affiliated with them.
-Twilight Swords: Can take dragon ships/Craftworld abilities and have better boarding defence due to aspect warriors.
-Xian's Black Raiders/Ulthwe Steeleye reavers: get the Ulthwe favor due to affiliation.
-Void Dragons: Some form of bomber upgrade due to that being their specialty and the ability to call in reinforcements due to being huge (3.5k ships)
-Eldritch Raiders: Get a special ship (Yriel's ship) and a special lightning strike (Yriel). Alternitively, they get the Lyanden favor or an improvement to orders b/c Yriel. Or they don't flee because of the above.

Tau Merchant fleet: We don't have any real Idea about how this will work but assuming that they go the auxillery route, my suggestions would be based on the varying species. My current ideas are:
-Galg: The space marine favor. Troop+Boarding+
-Nicassar: Given that these are space bearing psykers, this would be primarily a warp based favor. Maybe their version of MWJ or fast/reliable warp out. Additionally as psykers maybe give them a detection ability due to their psyker abilities or spawn nicassar dhows like the IN favor.
-Demiurg: This is a wealthy race of miners so possibly have a favor similar to the admech with an additional upgrade. They could also get asteroid immunity as asteroid mining is really their thing.
-Gue'vesa: this one was the hardest for me. Perhaps the ability to mount an imperial weapons system or armor? When I think of the imperial navy I think of brawling and ramming, which no tau ship should be doing. Maybe they could help with boarding by being more familiar with boarding actions, and thus negating the first thing knocked out?
-Hrenian: The only thing we know about this species is that they prefer light infantry, so maybe focus on speed? Cooldown+ and maybe higher crit chance as they are faster and can thus get to the location before being intercepted.
-Ji'atrix: The second T'au voidfaring race, I would give these guys a maneuverability buff (maybe better maneuvering) and maybe a more disciplined crew (less mutiny chance).
-Mal'kor (ie vespid): This could mount some kind of large scale crystal weapon with an armor ignoring effect in the ship, either as a passive or active. Additionally, these guys could cause more crit damage on boarding due to their destructive weapons.
-Brachyura: These guys are noted for being good with plasma generators and delicate assembly. Since they are good at assembly, maybe a higher chance of crit damage being temporary, and due to plasma generators maybe better shields.
-Anthrazods: Noted for being dim witted and sturdy, also good at asteroid mining. For this group, maybe they take less damage from boarding (sturdy) by which I mean the new crew HP bar not the ship, and maybe ignore hull breaches as they are meant to work in no atmosphere?
-G'nosh: These guys are noted for cargo hauling, so capacity is likely the best bet here. Maybe extra ordinance and extra uses of certain abilities?
-Yabi-yabi: These guys are space only apparently. As such, my suggestions would be better turning (don't need to worry about gees likely) and maybe better fighters (or additional fighters for ships that don't have them).
-Charpactin: These guys are know to be able to stun/make people docile with UV bursts and are fungus. Maybe this means they can stun crew related things (like special orders) maybe through boarding maybe an ability, and regen crew points (as they literally grow more units).
-Nagi: These are the mind worms. They could serve as a DOT by infecting people during boarding and acting as infiltrators, and maybe act as the Tau rally ability due to being used as advisors.
-Greet: Invertebrate and ocean worlders, perhaps they weaken boarding actions due to ships being filled with water? Its also mentioned that they contribute due to space stations, so maybe deploy mini stations as defensive turrets? It would go well with the playstyle of the tau.
-Tarellians: The big thing is they lost their worlds and hate the imperium. So amybe reduce fleeing chance with losses (because they already lost worlds and are thus use to losses) and due to fighting the close range nids and imperium factions have adapted and use heavier ship armor.
-Kroot: Due to their cannibalistic abilities, perhaps they get stronger with each lightning strike, and heal when enemy boarding action fails (crew wise)
-Fromosians/Ranghon: We know next to nothing on these guys. If anyone has seen something, please say so.

Druhkari: Cabals didn't really seem to have anything unique enough to be favors, so maybe the different parts of society?
-Cabals: Higher troop value due to more troops and an extra crew upgrade due to experienced crew members.
-Wyches: all about cqc so better boarding % wise and more likely to crit
-Haemonculus: the mechanicus favor essentially. extra skill/upgrade
-Hellions: More boost/faster ships
-Mandrakes: Maybe that shadowy teleport they have lets them cloak a ship, and they have extra resistance to lightning strikes due to warp shenanigans. Possibly high mutiny chance in enemy ships.
-Ynnari: Killing things gives you lost crew back or powers you up. Yncarne lightning strike upgrade similar to the Khaine one.
-Harlequins: Duplicate ships and messing with enemy accuracy

Ad mech: Never read the codex, but I figured forge worlds should be a decent enough choice. There are a lot so I'm only going with the ones with a decent amount of info.
-Zhao-Arkkad: These guys worked with the thousand sons and are noted as the ones who have the praetor stc. So maybe improved torpedoes due to missile specialty and some kind of warp based tech (maybe lightning strike resistance?)
-Voss Prime: They are noted for durability, which in game was shields getting the necron armor save. Maybe get that and either more shields or better recharge.
-Venatoria: These guys are anti-warp focused, so maybe ability cancellation and stopping mico/regular warp jumps?
-Vanaheim: These guys are noted to produce most common variants of vehicles. Maybe better turret defense by stripping hydras, but that's all I could think of.
-Ur-haven/Trancedi/Jupiter/Hydraphur/Cypra-mundi: Noted for its shipyard, perhaps this forge reduces ship costs and lets you call in reinforcements like the IN favor.
-Stygies VIII: A weird one that has three distinct notable factors. It makes the best gun barrels, propellants, and dampeners. It is noted for fooling around with xenos tech. It also is known to use self perpetuating viruses and stealth tech. I have no idea what to do with the xenos tech but for the stealth bit make them invisible until detected and have augur disruption. For the gun bit have more accurate guns and faster torpedoes.
-Staban VII: Makes good Valkyries, so maybe better fighters on a shorter cooldown.
-Ryza: This ones all about plasma. Maybe a damage buff to macros or an accuracy or a range one. An experimental plasma weapon also seems good.
-Phaeton: Second most productive forge world, specializes in flamers. This likely means the favor should be boarding defense and extra crew damage to enemy ships.
-Perinteus: Noted for spacecraft repair. My suggestion would be more likely that crit damage is temporary and maybe an extra thing of belt armor.
-Mezoa: As per game, engine stuff. Maybe the in game upgrade and an improvement to maneuvers.
-Metallica: Noted to be the center of electropreists, maybe give them some kind of electrical ability and improve boarding due to zapping people.
-Mars: The original, should probably get the current mechanicus favor.
-Lucius: They should have better armor due to their special alloy and maybe better shields due to their mysterious giant reactor giving them ideas.
-Konor: Produces lots of fuel, so maybe extra maneuvers gauge and some kind of extra weapon due to having been a research station.
-Kiavahr: linked intrinsically to the raven guard, so maybe the space marine favor, only more raven guard flavored.
-Belacane: Specializes in stasis and temporal technologies. I hate stasis bombs but it sound like these guys should have them, and maybe something that slows enemy cooldowns/ships.
-Aggripina: Supplied Cadia. Should give troop bonuses due to receiving a large chunk of the Cadian diaspora, and maybe some extra crew health points.

Tyranid Hive Fleets
-Behemoth: This one I think should be all about close combat. Maybe a buff to the melee weapons and a stronger frontal facing. Alternatively a refill boost bar button as they had reroll charges on TT in 8e.
-Kraken: This edition they were all about movement, so maybe better turning and speed, and an improved boost gauge.
-Leviathan: Noted for extremely strong synapse, whatever its going to do in this game, buff that and make it so they don't flee.
-Colossus: Weird stone ships and centaurs. Perhaps more resistant to ordinance due to their shells and better and boarding defense due to centaurs being good for bracing heavy weapons.
-Dagon: Character hunters and keen on scouting. Should be able to take extra drone ships and have and ability to turn off special orders.
-Gorgon: Rapid adaptation is their thing, so maybe they gain resistance to weapons over time and can pick an extra ability?
-Hydra: Known for extreme regeneration and multiplication even by tyrannic standards, they should have some form of regen and should be able to spawn smaller ships or regenerate crew health.
-Jormugandr: Burrowing if normally not useful in space, but given that thee are tyranids they could have AP due to their organisms being better at burrowing through armor and perhaps asteroid/large body immunity as they can burrow through them.
-Kronos: Extremely powerful shadow in the warp and ranged focus. As such it should have some kind of gun buff and perhaps something to trigger mutinies on enemy ships or effect ability cooldowns or stop warping out.
-Magalodon: Specializes in Infiltrators like lictors and genestealers. I would think it would have better lightning strikes and can reduce enemy chance not to flee.
-Naga: Birthed the doom of Malantai, and its descendants the Neuthropes. Should have some kind of special psychic attack that heals it (like the doom) and maybe a a secondary zoanthrope style shield.
-Ouroboros: Primitive and air focused, should probably have more fighters and belt armor style redundancy.
-Scitalis/Scarabus/Pythos/Perseus/Ophidia/Moloch/Medusa/Locust/Ladon/Harbinger/Garmr/Grendel/Gegenees/Eumenides/Dendrobates/Cicatrix/Canthiridae/Arachne/Apophis: Not enough data on operations to say.
-Scylla/Charbydis: Working together to hunt Saim-Hann, so should have some kind of ability that boosts cooperation, like close together=buff or something that encourages pincers (their current move). No concrete ideas.
-Tiamet: The only defensive focused hive fleet, they should have extra armor as that is their thing and should have extra upgrades as it is believed the Ymgarl genestealers came from them so they should be very mutable.

Necron Dynasties
-Agdagath/Akannazad/Altymhor/Arrynmarok/Dyvanakh/Horst/Hyrekh/Kayra/Rytak/Nhemret/Oltep/Oroshk/Shemnoch/Seketmar: Not enough data to create a favor at the moment.
-Atun: Hold lots of ancient artifacts, so maybe extra abilities/upgrades and some necron superweapon, or the ability to take extra weapons (ie sepulchre, energy drain, etc).
-Aroptek: Has a void dragon shard, so maybe can control the enemy ship for a bit or move it around and disable abilities.
-Charnovokh: Due to trimming by Behemoth and imperial counter attacks on behemoth, remaining troops are elite. As such they should have extra crew upgrades and some extra boarding defense due to being used to fighting tyranids..
-Khansu: The only surviving member, Phaeron Rakszan, becomes your admiral and probably murders everything that tries to board the ship. He also likely either makes it so ships cannot retreat or gives a rally ability, or maybe improves spacial orders. Or even neater comes with a special Phaeron class flagship.
-Kardeneath: Due to their omnicidal nature, perhaps their boarding does extra crew damage and they have either buffs or abilities that are anit-crew like sterilization obelisks.
-Maynarkh: Perhaps they can regain crew by killing enemy crewmen, thus drawing in more flayed ones. They should also get that star firing gun on their ships, and maybe replace the boarding bit with their jamming.
-Mephrit: They are focused on solar weaponry, and like in TT should have AP guns. Perhaps they should also have some kind of solar ability, like a solar flare.
-Nekthyst: Their stick is treachery and deceit, so jamming and stealth abilities should be here. Maybe make it so you can't see their ships if they are not in detection range.
-Nephrekh: Their flash step thing could either vastly increase the range of their lightning strikes or give a MWP. Alternatively, it gives a brief invuln period.
-Nihilakh: The dynasty is known for being rich, undepleted, and terrotorial. As such I would put a higher crewcount/defense and additional upgrades.
-Novokh: All about cqc. They should be better at it, getting additional strikes and having higher crit/success ratios.
-Ogdobekh: They have many crypteks and even more canopteks. The canopteks repairing the ship should make it heal much faster and very difficult to land a non temporary crit damage.
-Oruscar: One of the more technologically advanced Dynasties, they should have an additional ability similar in nature to the orerry and better armor as they are both advanced and always defending from others.
-Sautekh: These are the most stereotypically necron of individuals, so they should focus on those traits, a buff to two of the following: Armor, damage, range, HP, or agility.
-Sarnekh: This is the Dynasty of Thaszar, and is stated to have been building the largest fleet since the WIH (IE bigger than the entire imperial fleet) with the debris from the war in heavens final battle. As such his favor should be about ships, reinforcements from elsewhere IN style and a decent decrease in points cost perhaps?
-Suhbekhar: Given all the void rifts and gravity tides around them, that seems to be their dynastic focus. Additionally they built their tomb world in the heart of a star, so there is that. As such I would suggest that the favor gives the ability to put down a gravity attack that damages and moves things and resistance to heat based weaponry (ie lances and such)
-Thokt: Their specialization is void reefs and radiation. They should have a DOT due to their murder aura the codex says they have and perhaps be able to put up a void reef as a wall to damage/block things. Alternatively they have some kind of wepaon buff (active or passive) with the void reef weapons.
-Xonthar: This dynasty has a very active royal court. As such it should have a buff to the crew points or special orders and a very low chance to retreat due to how active the Phaeron is.

Well that took forever. Comments, thought?

@nemesor-xanxas Favors were pretty broken in the first BFGA. Personally id be ok if they were all removed. But. There will be an uproar. So i think favors need to cost points. This will prevent favor spamming which leads to cancer and still gives the players some choices for their fleet. Make favor expensive enough to discourage spam and we will be good.

@canned_f3tus They were fairly infuriating yeah. I'm currently stuck trying to kill the termina est before it can murder me. I am not succeeding, even the stupid frigates can quickly murder my battle cruisers and are far to difficult to kill. However, they did not mention removing them in the interview (which is unsurprising given tindalos's history with balance) so I figured I should get this started now.

I imagine the Craftworld and Merchant Navy will follow existing Favours, I can't see them differing too greatly at any rate (provided favours work like they do in the first game).

The Druhkari are likely to follow different Kabals, Whitch Cults or a Heamonculus Coven. The 'Favour' doesn't make sense otherwise.

My selection would be:

Black Heart: Impaler Assault Moduels deal 1 addition boarding action, +25 speed for ships with this Favour.
Specialise in breaking defences and rapid raiding operations. I feel this best portrays that, as opponents will never get to retaliate if played correctly and will be perfect for crushing stations quickly at minimal risk.

Obsidian Rose: Weapon Batteries and Dark Lances gain +3K range and the 'AP' trait.
Specialise in master crafted weapons and industrial production in Commorragh, so better weapons for ships that enjoy the Kabal's favour.

Haemonculus Coverns: +1 Skill, +1 to all crew skills
Pure crew modifications make more sense than giving them an upgrade and a skill, I don't want duplicate favours, so they buff the whole crew by one like Water Caste or Inquisition and grant an additional skill slot.

Wych Cults: +1 assault action from boarding, +30 crew strength
All up-in-your-face boarding with the favour. Difficult to board in return, because, honestly, who wants to be in a tight corridor with a bunch of wychs? It's not a fun time.

My original suggestions for the AdMech, copied from another thread:

Mars: Ships with this favour have plus one skill and upgrade.
We all know it already.

Lucius: Ships with this Favour gain the AP trait on their Macro weapons and gain a 25% chance to negate critical damage caused to their hull.
Lucius is known for master-crafted weapons and augments. So their ships are especially resilient to crippling damage, and their weapons are especially capable of dealing crippling damage.
Really want this to keep AP, to make Lucius super-killy against factions that rely on armour.
Alternatively could be a repair favour, pushing the 'difficult to crit' theme further and making ships tankier, but not entirely convinced on how to do that.

Ryza: Ryza ships have +25 speed and +3K range.
Ryza uses experimental weapons and building techniques, aimed at improving the killing power and suvivability of its military forces. Their buffs are simple, and maybe not that exciting, but do stack up with upgrades and are very useful to have.
Alternatively could replace macro batteries with plasma macro batteries instead of a flat range increase. So less overall damage but more range, would be a bit less powerful but more fancy and fluffy.

Voss: Voss Ships gain +100 to their shields and negate 25% of all damage caused while their shields are up.
Stacks with other shield upgrades to make super tanky shielding, since its what the Voss forge-world is very good at making, but wont improve your killing power.
They make good shields, so they get good shields.

I also considered Mezoa, Lukitar, Metallica and Stygies.

Mezoa's primary industry is plasma drives and warp engines, so spood beest for everyone.

Lukitar are eccentric and like to experiment, in direct competition with Ryza, they made a laser version of the Nova Cannon (like the SW Super Laser), so Laser Macro Cannons (see Imperialis Mod, they are like Plasma Macro Cannons but they don't miss) and Maybe a special long range version of the Eldar Pulsar from in-game for ships with the favour.

Metallica are all about efficiency and relentless progress, they pride themselves on their high productivity and crack Skitarii legions. So perhaps boarding upgrades.

Stygies tend to be very secretive and use some non-kosher technology to achieve their goals, definitely the stealth options, maybe also with a detection range buff, as they are all about gathering intelligence and learning everything there is to know about their enemies.

The others I thought where either a bit samey or where just less important than the ones I've got here.

As for Necrons and Tyranids, really don't feel confident making any suggestions for them.

@caliger_reborn the black heart speed buff sounds way to risky
speed is one of the hardest stats to balance and a +25 in BFG1 terms can turn a balanced faction into something completely cancerous to fight
dark eldar will already be fast

when giving speed buffs you need to be incredibly careful

also think its a bit silly suggesting favors while we dont even know what mechanics will be added
not even considering if favors will still be a thing (tho i hope they will)

@caliger_reborn said in BFG 2 Favors:

I imagine the Craftworld and Merchant Navy will follow existing Favours, I can't see them differing too greatly at any rate (provided favours work like they do in the first game).

The Druhkari are likely to follow different Kabals, Whitch Cults or a Heamonculus Coven. The 'Favour' doesn't make sense otherwise.

My selection would be:

Black Heart: Impaler Assault Moduels deal 1 addition boarding action, +25 speed for ships with this Favour.
Specialise in breaking defences and rapid raiding operations. I feel this best portrays that, as opponents will never get to retaliate if played correctly and will be perfect for crushing stations quickly at minimal risk.

Obsidian Rose: Weapon Batteries and Dark Lances gain +3K range and the 'AP' trait.
Specialise in master crafted weapons and industrial production in Commorragh, so better weapons for ships that enjoy the Kabal's favour.

Haemonculus Coverns: +1 Skill, +1 to all crew skills
Pure crew modifications make more sense than giving them an upgrade and a skill, I don't want duplicate favours, so they buff the whole crew by one like Water Caste or Inquisition and grant an additional skill slot.

Wych Cults: +1 assault action from boarding, +30 crew strength
All up-in-your-face boarding with the favour. Difficult to board in return, because, honestly, who wants to be in a tight corridor with a bunch of wychs? It's not a fun time.

My original suggestions for the AdMech, copied from another thread:

Mars: Ships with this favour have plus one skill and upgrade.
We all know it already.

Lucius: Ships with this Favour gain the AP trait on their Macro weapons and gain a 25% chance to negate critical damage caused to their hull.
Lucius is known for master-crafted weapons and augments. So their ships are especially resilient to crippling damage, and their weapons are especially capable of dealing crippling damage.
Really want this to keep AP, to make Lucius super-killy against factions that rely on armour.
Alternatively could be a repair favour, pushing the 'difficult to crit' theme further and making ships tankier, but not entirely convinced on how to do that.

Ryza: Ryza ships have +25 speed and +3K range.
Ryza uses experimental weapons and building techniques, aimed at improving the killing power and suvivability of its military forces. Their buffs are simple, and maybe not that exciting, but do stack up with upgrades and are very useful to have.
Alternatively could replace macro batteries with plasma macro batteries instead of a flat range increase. So less overall damage but more range, would be a bit less powerful but more fancy and fluffy.

Voss: Voss Ships gain +100 to their shields and negate 25% of all damage caused while their shields are up.
Stacks with other shield upgrades to make super tanky shielding, since its what the Voss forge-world is very good at making, but wont improve your killing power.
They make good shields, so they get good shields.

I also considered Mezoa, Lukitar, Metallica and Stygies.

Mezoa's primary industry is plasma drives and warp engines, so spood beest for everyone.

Lukitar are eccentric and like to experiment, in direct competition with Ryza, they made a laser version of the Nova Cannon (like the SW Super Laser), so Laser Macro Cannons (see Imperialis Mod, they are like Plasma Macro Cannons but they don't miss) and Maybe a special long range version of the Eldar Pulsar from in-game for ships with the favour.

Metallica are all about efficiency and relentless progress, they pride themselves on their high productivity and crack Skitarii legions. So perhaps boarding upgrades.

Stygies tend to be very secretive and use some non-kosher technology to achieve their goals, definitely the stealth options, maybe also with a detection range buff, as they are all about gathering intelligence and learning everything there is to know about their enemies.

The others I thought where either a bit samey or where just less important than the ones I've got here.

As for Necrons and Tyranids, really don't feel confident making any suggestions for them.

I have no skill in balancing so I just went with general suggestions and gave all possibilities rather than any specific five. The main thing Is I don't think that Tindalos is lazy enough to give two factions the exact same favors, so they will likely change one for the T'au/Aeldari. For Lucius I suggested the tanky route because I heard they had a special alloy that might help in that. Tyranids I think they Will likely go Behemoth-Kraken-Leviathan (Due to being the three main fleets, despite a lack of actual true uniqueness), and then either gorgon, hydra, or Tiamet due to them having very specific specialties with obvious in game implications.

For Necrons its a lot less obvious. Nihilakh is a "main" (ie it has codex rules) and yet it there isn't much in the way of putting it into space, it took me a bit to come up with that iffy suggestion. Sautekh too, as that one is all about being the most stereotypical necron, the only thing I could even come up with is to make the ships even more overpowered, which is an obvious no go. There are a bunch of dynasties we know the actions of, but not the fighting style/tech of. Suhbekhar is extrapolated so probably not them. Xonthar and Khansu are neat but are character focused so I don't think they will actually go for them. Aroptek was kind of grasping at straws as was Oruscar. Nekthyst seems incredibly Irritating so hopefully they won't go with that (and they probably won't given that they didn't add stealth to the eldar). So that leaves seven dynasties. Let me further refine that.

Nihilakh WILL be in the game. It was said that Trazyn will be in (due to gathering storm characters showing up) so there is next to no way his Dynasty will be out. Being rich means additional upgrades, whether that is a skill or upgrade probably depends where they will shove the sepulchre, or perhaps elsewhere if that part of customization is a separate area. The additional crew bit seems solid to me, as they are noted to be undepleted in each codex specifically and there will be a crew HP bar in this game. Alternatively something could be done with anti-warp tech, as It sounds like they are building a bunch of pylons on their borders.

Sarnekh has a 90% chance to be in the game I'd say. There is no way they will ignore the fleet focused Dynasty in a game based around ships. It also means that they will likely have a very lighthearted Necron campaign, considering it will contain a piratecron and Trollzyn. The real question is what their favor will be though. Their whole thing is having the biggest fleet since the WiH, which means a lot even just considering individual fleets as the eldar have, as I mentioned, fleets that reach into the 3.5k ranges in corsairs alone. The real issue is what his favor should do. Looking back a points cost was a mistake to suggest, but numbers are his thing so I'm not sure what else to use. The spawn escort bit is obvious, maybe a longer cool down skill for a bigger ship? No, that would be overpowered. Maybe it could allow warped out ships back into battle with some health repaired to represent the massive facilities he likely has and the necron way of void combat? Suggestions are welcome here.

The next almost shoe in is Mephrit. They are simple, just give them ap and some solar ability, like say a solar flare damage ability or some way to absorb the stuff and heal themselves/empower weapons. They are also a "main" faction so that ensures their chances are around I would say 70%

The last two are a bit of a toss up. I predict one will be either Maynarkh or Novokh as the "assault" flavor. Novokh is simple, buff assault. The Dynasty is all about CQC so they will likely either get two offensive buffs or more likely a space marine variant buff (ie more troops better assault). They are a main faction too, so that increases their chances a lot. However, Maynarkh is insanely popular amongst necron fans, as are their characters and can be given a bunch of things from the books instead of just making it a fully assault based army. For example, the star chunks. One bit of it will likely be an assault boost of some kind though. While it will likely go to Novokh because main faction, since they have to listen to GW, they seem to be paying attention to lore with the ID thing so they might go with the more popular Maynarkh.

The last one is a true toss up though, it could easily be any one of these.
-Atun seems like the simple neat extra weapon/upgrade choice, but since Nihilakh is assured the likelihood of going for more of the same is low.
-Charnovokh is noted for being two things: enemies of the nids and elite. Crew points and extra troops are fine, but kind of bland. Also, extra troops might already be here, so I'd give this one a 40/60.
-Kardeneath are omnicidal oldcron style individuals, so that might go well (or poorly) with the new crew HP thing, with abilities focusing on killing enemy troops. The way they do that is kind of iffy though and they are very much a literally who dynasty, with most of what we know appearing in the Oruscar entry.
-Nephrekh is kind of interesting, and will likely get bonus points for being a main faction. The issue is their stuff doesn't really fit in here. Longer lightning strike range could be nice, but we already have an assault faction. Necrons are already getting a MWJ in the ID from what the Devs said, so that would be kind of redundant, and invincibility would either be really overpowered or a slightly better version of an already existing ability. They just don't really offer anything to the Necron faction as a whole with their specific technology.
-Ogdobekh sounds like a fairly well balanced choice. Not very interesting, but a solid option to up durability further with canoptek repair constructs. Just up regen and make crit damage easier to repair, simple.
-That just leaves Thokt. An interesting choice, a kill (ie: DOT) aura has been seen before so its nothing too drastic and giving them either a weapons upgrade or some void reef based ability seems simple enough. This, Ogdobekh or Atun are the likeliest choices in my opinion.

@ashardalon said in BFG 2 Favors:

@caliger_reborn the black heart speed buff sounds way to risky
speed is one of the hardest stats to balance and a +25 in BFG1 terms can turn a balanced faction into something completely cancerous to fight
dark eldar will already be fast

when giving speed buffs you need to be incredibly careful

also think its a bit silly suggesting favors while we dont even know what mechanics will be added
not even considering if favors will still be a thing (tho i hope they will)

I remember early on in bfg Eldar would hit me with a prob and then run away spaming planes and bombs. I could not catch them. I did not enjoy those matches.

@ashardalon Theory crafting, Ashardalon, theory crafting. It does no harm to speculate what may be, and what may not.

As for the speed upgrade I’m very aware how good +25 speed is, mezoa pattern drives are almost an auto pick for IN even with a downside attached. I reasoned that since DE ships are already so fast, it wouldn’t be as impactful and the Impaler upgrade requires you to build your fleet a specific way (no lances), so it balances out imo.

@nemesor-xanxas The problem with Necrons and Tyranids for me is that there is no frame of reference for them in the game.
With the DE and AdMech I can make assumptions, as they are similar to existing factions from the first game, but a bit too in-the-dark with the other two to feel confident making favours for.

@caliger_reborn We do know how they will (theoretically) function, which is why I felt comfortable floating ideas and which I see as most likely to be chosen. Their is nothing definitive here, mostly just these are the ones who can actually function as void combat without making something up. I kind of just gave an outline of what each faction could offer if it was chosen to be a favor so we didn't need to keep running to lex.

Crazy theory:

The Merchant Fleet won't get favours, but will instead be limited to a maximum amount of Mercenaries, picking from:

  • Yabi-Yabi: Have potent weapons and range, but are expensive and incapable of offensive boarding.
  • Anthrazods: Immune to Asteroid Damage, and like Demiurgs, have weaponry based upon utilizing Asteroid Fields and ship wrecks.
  • Hrenian: Adapt boarders.
    Morralian: Cheap ships that gain bonus for every ship alive in the fleet.
  • Ji'Atrix: Slow ships with both decent combat capabilties and great boarding, but expensive.
  • Tarellian: Fast ships with great boarding, but inaccurate weaponry.
  • Demiurg: Slow and powerful, remain unchanged from before.
  • Kroot: Just awful, but cheap, remain unchanged from before.
  • Vespid: Short range with high damage and durability, but expensive.
  • Nicassar: Perhaps could be changed to "psychic scouts" for the second, to give them a more defined role.
  • Galg: Slow as all hell, but with decent defense and regenerative abilities.

That would make the faction feel substantially "different" from not just the core Tau, but from the other 11 races. There's also a chance that multiple races might have different mechanics regarding Favours, or that Favours may not return at all (Though I hope that's not the case).

@romeo said in BFG 2 Favors:

Crazy theory:

The Merchant Fleet won't get favours, but will instead be limited to a maximum amount of Mercenaries, picking from:

  • Yabi-Yabi: Have potent weapons and range, but are expensive and incapable of offensive boarding.
  • Anthrazods: Immune to Asteroid Damage, and like Demiurgs, have weaponry based upon utilizing Asteroid Fields and ship wrecks.
  • Hrenian: Adapt boarders.
    Morralian: Cheap ships that gain bonus for every ship alive in the fleet.
  • Ji'Atrix: Slow ships with both decent combat capabilties and great boarding, but expensive.
  • Tarellian: Fast ships with great boarding, but inaccurate weaponry.
  • Demiurg: Slow and powerful, remain unchanged from before.
  • Kroot: Just awful, but cheap, remain unchanged from before.
  • Vespid: Short range with high damage and durability, but expensive.
  • Nicassar: Perhaps could be changed to "psychic scouts" for the second, to give them a more defined role.
  • Galg: Slow as all hell, but with decent defense and regenerative abilities.

That would make the faction feel substantially "different" from not just the core Tau, but from the other 11 races. There's also a chance that multiple races might have different mechanics regarding Favours, or that Favours may not return at all (Though I hope that's not the case).

As I indicated in my post I believe that merchant will likely be auxiliary based. I think they will be favors though, because assuming each race gets 1 ship if the merchant fleet would end up receiving 9 extra ships on top of what they are already getting. I don't think the devs are quite that generous.

@caliger_reborn
thing is that i have a theory about how DE might work and it would be pretty easy to add favors to it if they do make it work like i think it might
and +25 speed will be too much probably unless you make the other DE too slow
25 is a big difference, imperials are kindof the only ones where adding it wont break too much
atleast with how they where in BFG1

last edited by Ashardalon

@nemesor-xanxas

Oh I'm sure we're not getting that many, you're right. Still: Dream big, right? 😛

@Ashardalon

+25 Speed may or may not be overpowered depending on a single factor: Range. It doesn't matter if they move like a hamster on cocaine if they need to get close to do anything, as their fragility means other races will still be able to "strike back" at those quick ships (Especially if they're spaced apart themselves). If the Dark Eldar have average (Or long) range, then yeah, more Speed will basically be an auto-win, as they'll just kite everything to death.

I think a good solution to balance favors will it to be to increase the point cost of equiped ship.

Favors are straight buffs so it makes sense to make them cost points.

@romeo im also doubting that in BFG2 tho i cant say much more about it
think eldar and dark eldar have the potential of being a lot better in BFG2 even with them being hard to play with more ships
honestly think kiting might turn out very different from previously
but especially for dark eldar your claim might not be accurate since i can imagine a way they might dodge that retaliation and i hope their fleet is built around that mechanic, it would be very interesting
🤔 probably wont work on everyone but they might end up being my second favorite faction

@nemesor-xanxas Amazing ideas but unlikely to be implemented.

@ashardalon They need to do something more radical than add ships to make the Eldar good.

there is a lot of good potential and following the lore accurately
ofcourse have to wait until we actually see them
but i think i can think of some ways eldar could be interesting and viable
dismissing eldar already is foolish

@caliger_reborn said in BFG 2 Favors:

@ashardalon They need to do something more radical than add ships to make the Eldar good.

i was referring to the more ships as a negative for eldar with how much micro they need
think eldar could get a pretty big rework

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