@lkhero games with static forces tend to stay away from take and hold, but if we want to go down that rabbit hole those games also tend to have much fewer choices as far as races/factions are concerned and they have somewhat homogenized fleshed out rosters to choose counters from that can hardly be said about this game. seriously look at the games you are referring to and youll realize that most of their rosters get used were as this game will see most of the ship options deem useless or obscure relatively quickly as its blind pick against 12 factions.
@brn4meplz someone that plays in the general section is much more likely to play ranked because they already play MP, someone that plays 1 match of take and hold and says wow this is all i got and never try it again will never play ranked. Its like custom games for starcraft or warcraft... people that play them are much more likely to make the transition to melee than people who dont play MP games at all.
iono guys i understand you desire to have a balanced mode but with 12 factions with varying base strategys meta fleets/factions/ships are going to be their regardless. In every major instance you can point to cap points in an rts its generally always with non static forces making countering on the fly possible this game with its limited forces just forces streched out forces and heavy reliances on expanded fleets, if your goal is to make MP more inclusive thus creating a larger and longer lasting comunity forcing heavy micro burden out the gate may not be the best approach. If the question is "is capture points more balanced?" i would yes sure it is but if your asking is it more fun then things get very murky very fast. I think the only way that MP survives beyond a few months is that they segregate ranked to take and hold and offer a new variant of MP that is not ranked that opens up other modes because people are not going to stick around for something they find inherently annoying and with the already small player base starting off losing them is a loss im not sure MP can take.
@aram_thehead ya they think if the death god fully forms or wakes or whatever hes currently in a limbo right before birth. the eldar think when he is born he will destroy slanessh and save them from damnation but for that to happen basically all the eldar have to die, the leader of the ynnari who believes she was contacted by the ynnead began a quest to get the chrone swords to hasten his birth or whatever you want to call it so not all the eldar have to die first. chone swords fyi were created from the fingers of one of the other aeldari gods before slanessh killed her so they apparently have some power to be used in the scheme of things.
@aram_thehead there is a faction that worship the newly forming aeldari death god yeanead, they are the ynnari and they are comprised of all eldar factions. they are also on good terms with the imperium of man. at the moment they are not large enough for this kind of conflict but if they completed their goal of collecting the chrone swords they would be in a good position to unite all the factions of the eldar.
@feld the urgency gauge is not bad but it should have been handled way differently by them...
- it shouldnt be game over it should be game ridiculous mode, massive invasion fleets start pouring in the enemies get super aggressive, yatta yatta.
- there should have been an "easy mode" that was basically just normal mode without the gauge active
- It shouldnt be some abstract idea in the bottom corner it should be glaring.
- having its conclusion just simply having a the end mechanic is just plain lazy.
but in no realm is bagging on the customer base for not liking something in your game "acceptable" behavior i dont care how big your ego is.
@whitehawke maybe ill quote that in my steam review. perhaps right next to this customer bashing response "“I feel under pressure from the urgency gauge”.
Fair enough, we don’t want anyone to feel anxious surrounding their solo game experience of the grim dark future. We will be adding an option at the start of the campaign that will disable the urgency gauge. For clarity, we would advise against disabling this feature, as we think it provides incentive and pressure for pushing forward as well as offering a good representation of the critical situation in the Cadian Gate, and being part of our difficulty balancing. However, we’d rather it was your choice.