Give each faction small NPC armies but overshadowed by the Tyranid threat, maybe as garrison for the outposts and fortresses? might put a strain on the system, but I think it's an awesome idea to be implemented. Nothing better than protecting and fighting alongside frail guardsmen. Imperial guard for the space marines Cultists for the chaos space marines Guardians for the eldar Boyz for the orks ( f2p players can be Ard boyz instead, makes more sense IMO balance and lore wise) What do you guys think? Discuss!
Already over in game design. http://forum.eternalcrusade.com/threads/guardians-gretchin-and-other-unpalatable-units-as-npcs.2035/
oh man when the original OP shows up, you know you been repeating a topic nvm, thought it was the old NPC thread patrick already posted in. They'll probably have NPC guardians for bases, but players will be the main forces for each faction.
I'd better see something like PS2 : no NPCs but tyranids. This way populations of factions will change depending of the hour of the day, as will hold regions. A region map indicating hot zones would help people to go defend or attack contested objectives.
i think some def for strucutres would be good the number of defenders gets higher the longer the structure is in your factions hand and the warcouncil can get some extra def for a structure like sentury guns or improve defenders abit (with limits for sure) the defendernumber is caped to a number depending on the size of the structure
At this point i say Nay. Programming a decent AI for base defence is actually a pain in the ass. Id rather they focus the AI on the nids.
thanks to the severe lack of A.I in PS2 ghost capping was a piece of cake, if this game involves the capturing of bases, at the very least base defenses should be automated, I wont go through another ghost capping scenario. So yes I do stand for A.I as long as they are done right. Think GW2 WvW, bases should be defended.