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italiangamer89
Private First Class - Opel Blitz
Private First Class - Opel Blitz
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Joined: Tue Dec 14, 2021 3:28 pm

feedback

Post by italiangamer89 »

THIS IS A FEEDBACK DISCUSSED WITH MULTIPLE PEOPLE.
it would be cool, to have the ability to decide how big is the playing map, currently this map i would chategorize as small, i would say a normal size map would be bettwen 30-60 squares to conquer, and big map between 50-100 squares to conquer, it would make the campaign last a longer time, also every square can have a different gamemode in it, like some square have the mode exterminatus, other can have capture the point, and go on, also a ability to decide which gamemode to include in the map, if someone maybe doesn't like one particular mode, it can be disable at the start of the new campaign.i would love to see more urban maps, i love close quarter fights, yeah the problem is moving a big army throught it would be a pain in the ass, but knowing you guys, i bet you can make it so, its not even a problem. also in the different map we can have destructble evarioments, like fuel tanks, plasma generetor, and/or other stuff, that destroy them would change the map a little or do a bit of damage in a area around it. also i would like to see side objective, for example: capture this zone to gain acces to defensive systems, or other cool buffs, the enemy can also interfier with this side objective and also gain defensive systems or other cool buffs. what about techs trees, have each tile taken provide a point that can be used to upgrade an army and specialise it, also each defense win also gain a point. the ability to use requisition that we have or other new tokens, to upgrade capture tiles, and adding static defences, and/or other stuff to fortify bases and other tiles, or maybe a way of quickly reinforcing stationed troops in the event of an attack. In a defense of a basic tile then I don't think assistance should be a thing. A small premade garrison at the special recources sure. For the base I would like a second army list that can only be used in the event of defending the base. That way the final battle against a faction will always have that full home force. It should also have a minimum value. So if you have only got 1500 pts to use, the at home force is still 2000. If you have more than 2000 to use, then the at home force is equal. I think it would help a lot if your army was tied to a icon or unit that is on the strategic map that you have to move around. so that you can't attack from anywhere to anywhere with your main army.

that also leads to things that can happen such as tile buffs or debuffs (starting from a certain tile gives you an extra action point in strategic map at the start of a round, moving through certain tiles costs an extra action point, etc.)

Also, would be nice if some units were only available if you had captured certain tiles. For example a factory tile could be needed to produce a mechanical unit. More factory tiles you hold, more mechanical units you can build each round during requisition.

Also the ability to move requisitioned armies to a reserve panel so you can pick which units to bring to a fight (depending on the terrain, enemy type, etc.). Very much like what was in the initial campaign (although in that campaign it didn't really server a function until experience medals were added)
things along those lines. also would be cool if there could be wild card stuff that pops up (again - just throwing ideas out there, i know this wouldn't all be put out right away or at once etc.) such as:
1. a necron tomb awakening (assuming you aren't necron)
2. a tyranid hive fleet arrival (assuming you aren't tyranid)
3. a BA support fleet arriving (assuming you aren't BA)

could be something that would put a strong army, seemingly out of nowhere, on a tile in the strategic map that may or may not be anywhere near the front line.
although that would only make sense if, again, there were some kind of unit you moved around the strategic map that represented your 'main' army.
blacklab
Black Lab Studios
Black Lab Studios
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Re: feedback

Post by blacklab »

Lots of great suggestions here, thanks for taking the time to write them up. We'll take this all into consideration.
Paul Turbett - Game Director - Black Lab Games
twitter.com/blacklabgames
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