This is true. Rogue elements will always just do whatever they want, regardless. I think it will all come down to the mechanics of the game. maybe in a Campaign a WC has the power to make a territory non attack-able? Or even make an entire Faction non attack-able, who knows? I think if the Devs are going to use a system that uses a WC then the system will have to have some way of controlling the Faction wouldnt it? Otherwise the WC would be completely impotent and 1 whole aspect of the game would be totally useless. I can't see the Devs letting that happen. IB
Then how will any Faction be coordinated enough to achieve anything? This game isn't Battlefield 3 after all
Because teamwork? Because a shared desire for victory? Because player choice? Because it's way too much in-game power to be given to a handful of people? Because it's open to heinous levels of exploitation by moles? Because restricting an entire faction and controlling theater level strategic choices based on the whims of a few is stupid? But there are other threads here about the WC and proposals for and against various levels of power it could have. Edit: Here's a current one: http://forum.eternalcrusade.com/threads/why-the-warcouncil-is-a-bad-idea.5323/page-17#post-224867 But I'll tell you this: You show me an Ork boy or an Eldar who says they'll honor their end of a cease fire and I'll show you a fucking liar.
A couple of months after launch everyone will be tired of the zergs space marines and we will start seeing "alliances" and end up everyone vs SM, no need of ingame mechanics or WC pacts or whatever, people will be tired of getting zerged and everyone will hate them and focus on them. At least this is my experience in PS2 in a server with 40%+ TR.
It's not that everyone wants to go lone wolf, It's just players hate to have their autonomy taken away under any circumstances.
I was under the impression that the whole point of the Tyranid in this game was not to fulfill PvE, but rather act as a population balancing tool where they frequently attack the faction that has the most players, thereby diverting a sizable portion of that faction to acting as defense on a different front so that they can't simply overwhelm the other factions on their main front by sheer numbers. I'm not sure how that'll actually end up working, but that was supposed to be their population balancing tool.
Wouldnt these exact traits make the WC work? Played many years of EVE, and although there is not a lot of direct game play that you could draw a comparison between, it is a game of territorial control. That game works great with a select few calling the shots. All this chest thumping is just getting a little old right now IB