but not if they are way weaker then all other factions when it comes to 1on1 strength, they will scream p2w and search for another game we also know that f2p are not known for high teamplay abilities
@OP: Yes many people are concerned about this, and the numbers from Polls idicate 40% Spacemarine players, 25% Chaos, 19% Eldar and 16% Orks. http://forum.eternalcrusade.com/threads/what-race-will-you-play-at-launch.170/ . It is expected that Orks get a large boost from F2W. So it is definitly a problem. Possible Solution is the Campaignsystem, in which you can win without controlling the most territory. There could be easyer, or fewer objectives for less poplulated factions, while Spacemarines or Orks would have to complete many different objectives in different locations, maybe in a style that forces the bigger factions to confront eachother more. Still, winning through evading the enemy isn't always fun, and even with that system, I can see it happening that fights that happen are overrun by one faction. Other options are xp-buffs to encourage more players (not very effective I would think, maybe just enough to cancel out the players that will look for an easy win and choose the bigger factions), or even just Ressource buffs, so that lesser populated factions would have Elites and extended loadouts way more often. But what I think is needed first, is better "advertisment" for the underpopulated Factions. (Trailers, gameplay...).
I would have to agree with that. Newcomers to the series will be a huge bulk of the players. Those of that are here already have probably made up our minds on what we want to play as already.
They've already announced several things to help keep the steam role down: 1. supply- the further forward you push, the harder it is to maintain supply so you'll be spawning with less amo then your opponents 2. High command req (if like player req) is generated over time meaning the Marines will have significantly more fronts to spread it across and significantly more players denied a piece of the pie. 3. The tyranids. Whoever owns the most territory will have to deal with them the most. This will likely exacerbate the first two points. Also given basic psychology, [pvp gamers are terrible at defending bases not under attack], then you can expect the front lines to collapse fairly predictably. 4. Spawning and run back times. Not much has been said but what they have makes it sound like a real F-ing pain if you're on the main side. Given these points you can expect the smaller eldar to have a faster more dynamic experience compared to the bloated marine team. Which, should give people a reason to dump marines and switch over bringing the equilibrium to something less drastic than 40% V 10%
Victory at too high a cost is no victory at all. As long as there are sufficient means of rewarding solid defense of objectives, reasonable timesinks involved in death, and requisition severely limiting mashing the respawn button we will be fine. I believe the last thing I'd heard from the devs about this was that they planned to make spawning in enemy controlled territory exponentially more costly than respawning in your own area, IE giving defenders a means of winning by simply playing for time. If the enemy cannot return to battle as fast as you're killing him, then even if they enter with 500 people, if 200 are running back from friendly turf at any given time you're really fighting 300.
That's the worst example you could find; the Greeks lost that one. What you're looking for is the Battle of Marathon
Even that they lost they still faced incredible numbers. Face it they were outnumber 1000 to 1.....the odds won't be that drastic in EC...I hope
Though apparently, modern historians have determined that Herodotus had a tendency to slightly exaggerate Persian numbers and slightly understate Greek numbers. I suppose even in ancient Greece, it's popular to claim that all your enemy does is zerg.
My guess would be variable respawn timers and points will balance the size differences of the fights. If the smaller side repawns faster and closer to the battle then things even out a bit, but that is pure speculation. Before we all actually play the game, to say that one faction is bigger than the others is rubbish. Sure, there are polls, sure there are alot of people who want to play SM, but in any game with unlimited respawns, the faction numbers are always equal, unlimited. Add to this the time of day issues, if there are a billion SM playing from 5pm to 12AM (your local time) and 100 from 12AM to 5PM than the other factions have tons of time to 'dominate', it really is a moot argument until game launch, and then we will see.