I will be sub'd, just to be clear because I want to play Chaos, but past trends with other MMO's has shown that without a good plan in place... A fool is made.
well whatever happens happens either way if its P2P or B2P were still going to have too buy the actual game at least I will
A few idea's to keep EC interesting, forever. Build yourself into whatever you want to see yourself as. One thing that I read on a review from WAR, was that players looked like part of an army, but couldn't distinguish themselves as a "Hero" within that army like you can in other RPG's. I'm not championing that the looks of SM's break the chapter's colors, but I hope that I can make my character look exactly how I want it to, without having to sacrifice stats or gear to achieve it. So in essence, I can construct my character to fit a certain role, and then skin my character in whatever outfit I have earned or purchased. Pretty much how Transmorgifying things in WoW works. I can earn the gear, and then change it to look however I want it to. Combinations and Synergy with personal Wargear and Skills / Talents. Flamer damage is increased by 25% per nearby wall of cover. Inferno grenades set cover on fire, and the skill; Into Hell, allows a SM to smash through barriers by charging into them - with the bonus of sending burning debris (enabled by Inferno Grenades) in a cone in front of him. Synergy with Teammates: A group of 4 SM's and a Librarian are working together. The 4 SM's have equipped a combat shield with their bolter, and the Librarian casts the Psychic power "Sanctuary". Suddenly, with the synergy of teamwork, the SM's have become a moving pillbox that can withstand even torrents of small arms fire - their weakness remains close combat - or perhaps a lot of really powerful firepower. For every strategy, there is a naturally opposite one. Every strategy remains flexible, as does your enemy. You sit in your fortress, I bring my assault marines. Your reinforcements are Jetbikes? My Tactical Marines will use Missile Launchers. Baneshees?Devestators. Farseer? Demolisher. Fire Dragons? Risk the Assault Marines. Baneshees? Dreadnought. Firedragons? Devestators. Ad Nausem. The key to the game is to outsmart your enemy, not just to outplay them. 40k is equal parts a thinking game, and equal parts rush of adrenaline. Extension of Synergy to the entire Faction. This is most obvious in the Ork WAAAGH!! Every ability of the Orks becomes amplified. Every ounce of a player's synergy and careful planning with their gear is mixed with the synergy of their teammates, who are in turn mixed with their teammates in the reckless abandon of the WAAGH. Using the previous example of the SM's, you could easily have a very strong front line if SM's used that synergy of 1 Librarian to 10 SM's in a sanctuary pillbox, moving forward like a roman legion while being supported by Tanks and Assault Marines. Going head on against this type of formation would be foolhardy unless your force possessed an equally opposite strategy, like the Orks, launching a WAAGH right back at the SM line with disposable Trukks that smash right through the Sanctuary, Stormboyz that fall upon the pillboxes, and Tankbustas that go tank hunting. Suddenly, the battle seems lost unless the SM strategy changes quickly. Tzeentch's Game. Everything, from a single player's choice of gear, their play style that arises from it, to a Force Commander's strategy carries weight. Part of the game then becomes finding different ways of playing it to remain effective, on both the micro level, and the macro level. Plans, within plans, within plans.... Forward Thinking: I like the fact that EC isn't going with a vertical progression system - making it so not one aspect of the game will ever become obsolete. I applaud that. However, I also want this game to be just as fun and exciting 10 years from now as it will be on launch day. It's going to do that without the expansion of synergy and retention of equipment and gear. Nobody in a real war is really going to throw away a priceless artifact for "the next best thing"; especially in the 40k universe. Therefore, gear is always important, no matter what expansion you're on. Your achievements and successes mean just as much as they did when you first got them because they remain as difficult to achieve. Something as simple as a purity seal earned in your first firefight on launch day can become a staple in your favorite gear build 5 years down the line when GK's are introduced to the game, helping your synergy against the forces of Chaos. It ensures that players are always thinking, always planning, always scheming on new ways to play, rather than the developers spoon feeding half finished content to a ravenous horde of players hellbent on the next fix for an item, boss, or level. This is how a normal Crusade, can become truly, Eternal.
Here are my demands: 1. Ability to customize armor so that I am bristling with nipples. 2. CSM Slaanesh worshippers get unfettered access to Land Ravers that screech dubstep and drone noise all over the battlefield. 3. Death to the false emperor. Successful game.
If the rest of the factions will be added later on in the game, give a logical reason why they'd be fighting each other. Sisters of Battle do not normally murder space marines, except on the TT when I play as them.
I would like to see game play that subtly emphasizes teamwork while not punishing those that choose to simply run amok. I would like to see drop in and out combat similar to Planetside 2, as well as its combined arms game play, if at a lesser scale. I would absolutely LOVE to see a game where the developers take their time and get things right before launch. I would be ecstatic to see a GOOD Warhammer game make it into the big leagues of the MMO community. Let's give them a run for their money folks.
Fun melee combat. Fun ranged combat. Integration of unique units not seen in typical games (Swooping Hawks, Hellions, etc) Most importantly Dark Eldar and the ability to play as an Incubus as some point.