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Giving Chaos its own PVP identity could launch a massive franchise

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a month ago
Nov 1, 2024, 3:17:09 PM

As this idea would require double the balance work, it is most likely nothing but a cool thought or an idea for SM3, but what if the chaos faction had different classes (with similar roles) and different weapons, this would result in different play styles and tactics depending on which faction you were fighting for.


This idea started of as thinking of ways to compensate the chaos faction's lack of cosmetics with different and interesting game play (which is unrealistic for SM2), but if you suspend your disbelief with me for a second and imagine, a decade from now, the franchise has grown, multiple factions have been added to a yet to be created game each with their own weapons and play styles. You would select 1 or multiple factions (similar to deadlock's matchmaking) when searching for a game and be set to fight the next available squad of 6 be it another faction or a mirror match.


It is nothing but a distant dream, but I do wonder if there are others who would want to see a 3rd person franchise be spawned from this game's success. This idea can only become a reality if the chaos faction is given its own identity and soul because as it stands they are functionally reskins of the loyalist weapons and play style, which I have no issue with I understand it is for balance purposes. 


Just to waffle on a bit longer... if the chaos faction was given its own identity, there would be more freedom for the perk system to be added to PVP as you can no longer expect to face opponents with the same equipment and abilities giving more opportunity for player progression and development. This would obviously complicate balancing the game, however I think it could be done. The trick would be having each faction be strong in different ways whilst also giving every other faction a way to deal with said strength through skill and tactics. 


Just a few ideas

Loyalists - Jack of all trades

Chaos - All about mid to close range combat (exceptions ofc) with some warp shenanigans

Eldar - Fast and magical, but quite frail, prefers to stay away or be too fast to hit

Tao - Kill boxes and long range domination, they should avoid fist fights

Orks - Do I need an example?


Strong and weak in their own ways, but all able to hold their own. I think this could be achievable with the 6v6 size matches and a lot of time and success from the franchise. Eternal Crusade (RIP) went too big and the battles were too large, with the variety in factions a smaller shorter game is more sustainable as the turnover of player needs to be quicker as you could be splitting your player base into factions (hence the necessity of mirror matches). And the amount of content and player progression for each player would be ungodly (in a good way), having to progress each faction by playing that faction (like the classes in current). It's a distant dream, but I think its a good dream so I wanted to share. 


The joy of games like Dawn of War, was getting to choose your favourite factions to play because of what makes them different from the other factions. I think harnessing that joy of choice and freedom could be the answer to the longevity of a W40k PVP shooter and a whole new way to enjoy the hobby. (Imagine a distant competitive scene, the mind games just before the match where teams pick their factions, not knowing what the other team will pick, followed by riveting plays and tests of skill and teamwork.) 


The factions are why we love W40k.


Am I cooking or cookoo?

Updated 4 days ago.
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a month ago
Nov 3, 2024, 8:07:24 PM

I think the biggest issue you'd run into with this (beyond balancing hell) is potentially huge increases in queue times (if the SM and CSM teams stay segregated as they are now).

If you just look at making CSM in SM2 unique, with six unique classes, consider that not everyone will want to play as the unique CSM. A lot will just prefer the SM classes no matter what. We're seeing this in operations mode right now, where some folks have one or two classes that they refuse to switch off of.

So: you'll have to let folks choose what side they'll play. What if one side is more popular than the other? What if you've got 1000 SM players in matchmaking, but only 800 CSM players - 200 players now cannot get a match, no matter what. That's complicated as well by needing 3+ players per team for it to feel fun. Adding multiple other factions /might/ help reduce that matchmaking trouble, but multiple other factions are also an absolute explosion in dev time if they all also behave uniquely with unique classes.

I think a fresh WH40k title that totally focused on multiplayer, that could focus on multiple factions with unique classes, would be very cool though. Perhaps a free-for-all multiplayer structure would allow all the factions to throw in together in one arena.  I think SM2 and its codebase probably has too much other stuff going on (the campaign, the PvE operations with its own unique progression) to support that level of PvP complexity.

Personally, with this multiplayer I kinda wish they didn't introduce chaos at all. Just have it be "loyalists" vs "renegades" - there's precedent for rogue marine chapters out there. The time spent on the limited number of chaos assets could've gone into more cosmetics, and then both sides in every match could play with their fully customized marines every time.

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a month ago
Nov 5, 2024, 8:18:57 AM

GLNDWR wrote:

I think the biggest issue you'd run into with this (beyond balancing hell) is potentially huge increases in queue times (if the SM and CSM teams stay segregated as they are now).

If you just look at making CSM in SM2 unique, with six unique classes, consider that not everyone will want to play as the unique CSM. A lot will just prefer the SM classes no matter what. We're seeing this in operations mode right now, where some folks have one or two classes that they refuse to switch off of.

So: you'll have to let folks choose what side they'll play. What if one side is more popular than the other? What if you've got 1000 SM players in matchmaking, but only 800 CSM players - 200 players now cannot get a match, no matter what. That's complicated as well by needing 3+ players per team for it to feel fun. Adding multiple other factions /might/ help reduce that matchmaking trouble, but multiple other factions are also an absolute explosion in dev time if they all also behave uniquely with unique classes.

I think a fresh WH40k title that totally focused on multiplayer, that could focus on multiple factions with unique classes, would be very cool though. Perhaps a free-for-all multiplayer structure would allow all the factions to throw in together in one arena.  I think SM2 and its codebase probably has too much other stuff going on (the campaign, the PvE operations with its own unique progression) to support that level of PvP complexity.

Personally, with this multiplayer I kinda wish they didn't introduce chaos at all. Just have it be "loyalists" vs "renegades" - there's precedent for rogue marine chapters out there. The time spent on the limited number of chaos assets could've gone into more cosmetics, and then both sides in every match could play with their fully customized marines every time.

I 100% agree that the idea wouldn't work in SM2, it's an end game idea for the franchise, not something to be implemented next week.


I thought the idea of allowing mirror matches and selecting multiple factions would solve the potential matchmaking issues caused by some factions being more popular as you wouldn't need a even spread across the factions for fast games, unpopular factions could suffer from this as they might struggle to find enough people to fully populate a team, but I feel this situation is more of an indicator of a problem than a problem itself, if people aren't playing a faction surely this means something is wrong, either the faction is weak, or it isn't fun or immersive, I see this as direct and loud feedback from the player base. Just as in commerce, where the majority of customers speak with their wallets not words, this would be the majority of players speaking with their actions and should be listened to.


Using typical online gaming balancing methods, this idea would be hell to implement, however I think you would be better off looking at how the table top deals with different factions and making them all strong and weak in different ways than looking at other FPS games. Tweaking numbers isn't the only way to balance. Give each faction a playstyle and identity, reward players with strength and success for following this identity and remind them of their weaknesses if they stray. 


I think I'm trying to say, each faction shouldn't be balanced against other factions. Each faction should be balanced against itself and the playstyle they adopt with factions having multiple tools in their toolbox to develop tactics from. Each faction should have more than one answer for each problem, but there should also be unfavorable match ups. Don't get me wrong, it still wouldn't be easy, but I think W40k isn't a easy or typical universe to balance, and should therefore cannot be balanced in the typical ways, a more in depth version of tactical rock paper scissors would be the best way to approach making factions fair without ruining the fun or the power fantasy aspects.


I think this different kind of balance could be a boon that gives people a reason to play different factions depending on what kind of gameplay they want to experience. If they want to be an agile combatant casting warp magic across the battle field, then eldar, or if they want to be laying down devastating firepower, the tau , or maybe they woke up in a state and chose violence, well thats the orks. I keep getting the feeling that games are trying too hard to make everything equally strong and I don't think that is the path to success for a W40k game.

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