Well yes I was thinking a little of that, would take a while, but could be a surprise release. Its just the general fact it can take a very long time to make. If they can pull it off, then I expect huge gates and doors that all open and close, with special capture buildings, extendable bridges and many sniper posts.
NO! never! I would rather have an open field any day then just a building to look at. I need any building i see able to be used as cover and a base. on that not i want to make one of the buildings my base get a whole lot of friends and just defent it from the other three factions.
What if after every attack the ravener tunnel opened agian for a few seconds in which you could jump into it? this would be like an instanced tunnel where it takes you to the hived game mode the team has been talking about.
Interesting idea, though i fear it might drag to much people off the PvP field simply out of curiosity to see whats inside a hole.
This. When making cities you must always remember who live/lived there and make city look like theirs.
City fighting would have to be one of the best in terms of blood baths but unless I get to be able to punch through walls with a bolter, I won't fight inside of a city. The terrain inside of a city if not having the ability to destroy at least half of the cover or walls to a certain point makes it extremely unfair for attackers because defenders can safely lurk behind a generic wall with multiple windows and not have to worry about it collapsing or new entrances being made. I think one of the battlefields should be the sewers and tunnel system underneath any town and city. Those are full of flanking opportunities and have a giant mix of small close quarter rooms in which you don't have room to even see past the person in front of you and giant chambers fit for assault marines to move around to a lesser degree. Open ground battles get a little dull because it's just one giant field in which you can see EVERYTHING the enemy is doing and vice versa which ruins the whole aspect of strategy if the enemy can immediately make out what you are planning do. If these "open battlegrounds" are actually more akin to valleys and fields with forests and enough cover/broken line of sight to make it so you can't just snipe someone the moment they appear without them at least having a chance to get close. In terms of relation, the Naboo maps from Star Wars Battlefront: nice mix of open terrain and natural terrain/ruins to block line of sight so both infantry and vehicles can duel with some sort of tactics other than just drawing lines of defense and bombing the hell out of the other side.
That is until you go up against the Iron Warriors or Imperial Fists and your machinery falls into a cleverly disguised pit or when you break open the wall to find out it is in fact the smallest one in a defensive line of several hundred emplacements. The Iron Warriors Omnibus was really funny in how many defensive lines the Imperials had and how those inexperienced to siege warfare can easily be routed. Most defensive fortresses have overlapping artillery and suppression weapons that are fed by condensing fields of razor wire, anti tank traps, minefields and natural barriers. You also have pits, trenches, and moats defending most of them which will either have to be filled or manuevered around to even get to a solid defensive wall. When you reach them, there will be a trench/pit in front of the wall so you will have to fill that up just to get the siege engine to it all the while being blasted at by the defenders and/or being flanked by infantry using flanking routes. Not to mention above all of that, tunneling is by far one of the most effective, if not prolonged, forms of anti defense combat.