Some Recommendations for Consideration

There is no peace among the stars: the Imperium of Man is beset on all sides by all kinds of threats. Among them is the Orks, a barbaric and warlike xeno race. One of their fiercest leaders, Grukk Face-Rippa, leads his Red Waaagh! in the Sanctus Reach system...
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Tomcattwo
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 6
Joined: Thu Mar 09, 2017 2:24 am

Some Recommendations for Consideration

Post by Tomcattwo »

Gotta say y'all have done a fine job with this game so far and really appreciate the patches. Really looking forward to new campaigns and to eventually be able to play other Chapters (Ultramarines!!!). I love that this game is close to tabletop and I haven't enjoyed a turn based tactical Warhammer 40K game as much as this since Final Liberation and Chaos Gate - I kept an XP driven Pentium computer alive just to run those two games! love that my units can gain experience and extra abilities and carry it through the campaign in Sanctus Reach. That personalizes it for me and goes a long way to keep me playing. Below are some gameplay recommendations for you to consider:

1) Melee units who defeat a non-melee enemy automatically advance into the tile just vacated by the defeated unit. That action may not always be tactically viable. Would like the option to advance the victorious melee unit (or not), player chosen.

2) Would really like a way to adjust the altitude of flying units. Obsetvation tactics are an important consideration as is the use of terrain (think Kiowa helicopters).

3) How about an "easy" campaign mode with an "undo move" button (for those new to the game)?

4) In campaign and skirmish, during unit deployment, it appears we can only place units but we can't change their facing. Sure would like to be able to set up zones of fire during deployment of units, esp if the Orkz have first move.

5) I know it's been asked before but sure would like to name my own units (short of changing the texts and scripts myself).

6) How about bestowing "Battle Honors" on units who were heroic or performed well during a campaign? Could eithe allow the player to bestow one or more honors on a unit after a battle, or use an algorithm to assign a battle honor to a unit or unit independent of the player. This personalizes the unit leader a bit more and adds more flavor to the game. Could also consider what happens if the unit leader gets killed...imagine the trauma of your veteran Seargeant with his Crux Terminatus (or the Space Wolf Chapter equivalent) and all those abilities leading your Senior Greyhunter Bolter Pack dies gloriously for the Emperor?

7) If not Battle Honors, how about promotions (either resulting from heroic action, experience gained or because a senior leader got killed)? Could work same way as Battle Honors - either player assigned or game-assigned. Both rank advancements and/or Battle Honors could or could not provide some in-game benefit(s) (for instance increased unit morale or rally for promotions in rank, or a bit more damage, accuracy etc. for Battle Honors).

There is some much more that can be done with this game/system and I hope Slitherene will keep working to improve Sanctus Reach and build for other Astartes Chapters.

Thanks for considering these ideas.
R/
Tomcattwo (TC2)
Merkkari
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 13
Joined: Wed Feb 22, 2017 10:05 am

Re: Some Recommendations for Consideration

Post by Merkkari »

Adjusting altitude of flyer units sounds cool. Drawback thought is that player would exploit to use it as radar. Go up, detect units and then go back to ground level in safety. And there is "Auspect skill"? as well, which does same but better.
Currently they cant cross fortification walls and buildings higher than 2 boxes? Top of tree's are highest point where they can visit and shoot over obstacles best.
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