I don't know about you guys but there was waaaay too much healing in AOR lol. I remember as a chaos chosen trying to fight 1 warrior priest when I had a marauder, a squig herder, and a magus with me! And he not only did not die due to his self heals but he killed all 4 of us. I just hope healer classes can't put forth this insane amount of healing. They should have a healing aura that slightly heals all those nearby overtime and have ways to heal single targets in a way that the target could not be healed throughout a current fight. I'd also like to address sniping. I know some races in this universe use snipers and that's fine and frekan dandy, but I hope its not like PS2 where snipers are all over the damn place taking heads off. This game is about up close to medium range engagements most of the time. Sniping should be limited.
This is actually a very good idea, I would back this up for the devs to review it =). And if strategic assets can indeed be upgraded then said upgrades could also be made cheaper. Thought I don't think it should be THAT much cheaper, like definitely not more the a 20% discount. And I'm not sure how it might be explained fluff-wise, if at all. I mean the Tyranids are a fluff/gameplay counterbalance mechanic, but the value discount would be less easy to explain in fluff.
I doubt we'll have healing as such from most support classes, like the Apothecary might be the exception, but I would expect other support classes to be buff-givers rather than healers. I don't know what will be the healing mechanic in the game, probably first aid kits that must be looted, but whatever it is, I expect that healing will be more important to receive from the main recovery system instead from a "Healer".
Something I believe could be done if it is implemented from the start is a requisition rate scaled to the % of total population a faction has. AOR did something like this but it took so long to implement that it was a bandaid solution to a shark bite. The logic behind it is that a smaller army requires fewer resources to remain effective and as a result can requisition stronger support more quickly. This would mean the larger factions might have the man power but not the fancy stuff (dreadnoughts etc) that would totally tip the balance. In contrast the eldar being a less popular faction, need less requisition and as a result can deploy a larger number of requisition heavy tools (wraithlords, wraithknights etc) in order to fulfil their objectives. Inevitably the FOTM crew will want to play on the side that allows them fastest access to "cool" stuff, however, once they all switch sides the scales rebalance meaning that it could be the orks riding high with large numbers of killer kanz as the eldar ranks are swelled by people wanting to jump on the wraithknight band wagon.
Sounds genial, but wouldn't that mean that the Orks who'll get totally overflooded won't get any cool gear at all?
I mentioned this in another thread, but I think that NPC balancing per faction would be one way to balance a campaign in which a side had been kept under heel for weeks. Basically, if the Tyranids couldn't counter-balance the winning side enough then the NPCs of the losing factions (I'm not talking about just losing by a little I mean like consistently controlling between 10-0% of the map for weeks) then they could have a hero unit visit the planet temporarily to counter balance the disparity in numbers. This wouldn't help the losing faction long term, but it would give them a chance to get back on their feet and and have an easier time capturing objectives for a short period of time, so they can at least experience a larger breath of the gameplay. Keep in mind skill only goes so far when you are consistently outnumbered 5 to 1.
With a resource limiter, wouldn't the smaller population be able to spawn more unique assets into smaller battles while high population factions not be able to do this? Of course, this becomes an issue once more and more capture points come into play on a smaller population faction.
This is true, however, if your requisition scaled or if the cost for requisition items fluctuated with your success, it would defeat the purpose of capturing objectives for requisition. It think that therefore, for factions that have been repeatedly beaten back and kept that way, you'd probably just have to give them NPC aid to a certain degree or certain bonuses you couldn't get otherwise with requisition.
Orks have free to play player, they should not be able to play an other class, you can make a system where all the faction win 10000 requisition, but for ten people it's 1000 each and for 1000 it's only 10. For Orks you just have to forget F2P player so 10000 requisition for the faction, 90 F2P and 10B2P so each B2P players win 1000 each
NPC support? i hear some tyranids giggling i think they are a good option to balance the different popluated factions