Disclaimer: Dear Focus team/developers, SM3 has been announced, so let us make it even better, while it is in development (the most supported ideas and suggestions are easier to be implemented in this phase), so it will be an even bigger succes than SM2. It should be a continuation of Space Marine 2, but with a more monumental scale. We ask you to send this idea package directly to the proper dev team, so they can build the new game from the start with these highly requested features from the community.
Table of Contents:
1. Combining SM2 and SM3 to the greatest Warhammer 40k game content wise, development mentality
2. PVP, Campaign, PVE, Battle Royale/Extraction implementation
3. Chaos customization
4. 13! new class, details, abilities, class identity
5. Totally new weapons, grenades details
1. Combining SM2 with SM3, so a direct continuation:
-The developers should take the Total War Warhammer I-III game merging mentality: SM2 and SM3 will be a combined game and NOT the Call of Duty approach (you have to buy a new game every year to start again the same grind with the same weapons.)
-The community don't want to buy again the same guns, classes we have already purchased in SM2. If you use the same game engine (swarm engine)/infrastructure for SM2 and SM3 this can be done easily.
-This means that the already established 6 classes, weapons, grenades in SM2 will be available in SM3 for those, who own SM2. Then you dont have to develop the same content again just focus purely on new content. This is a huge incentive for SM2 players to buy SM3, it will be direct continuation.
-In SM3 you need to create totally new classes, weapons, and grenades, develop every weapon, which is not in SM2, so in SM3 we will have the biggest arsenal and class selection of the Warhammer 40k universum (ideally 12-14 classes)
-This, what I detailed is a consumer friendly mentality, and it would mean more support and trust, which equals more SM2 and SM3 copies sold. For totally new players in SM3 it would be an incentive for them, to buy SM2 also, so they can have more content, if they choose so (but they can fully enjoy the SM3 content first because it should have many new features, classes, weapons independently from SM2.)
- In SM3 PVP needs to have a greater focus, content with grand battles, I have created the most comprehensive thread on the forums, regarding how to improve PVP, firstly it should be implemented in SM2, and also in SM3 with enhancements, it has its own attached ideas with details: 7 Tenets of how to improve PVP
2. PVP:
-The pipe dream would be a Battlefield like experience, but in the Warhammer universe, if you could manifest a 60vs60 objective game mode, on a huge map, with the already established classes, weapons regarding infantry combat, and plus with playable vehicle combat, it would be the biggest success ever. More than 10, 20 millions sold copies of SM3 is a possibility, if you implement this. Imagine Thunderhawks, Dreadnoughts, Land Raiders, Predators on the field, all controlled by players. 60 Space Marines vs 60 Chaos Space Marines.
-If not the pipe dream, than SM3 needs to have a PVP objective focused mode (Dreadnought Assault) with more players, and bigger maps 20vs20 (similar to Battlefront II {2017} with playable vehicles) is reasonable. The already established SM2 classes, weapons, grenades could be used with the new SM3 classes, weapons. 6 player lobbies in public PVP matches is a base feature in SM3, so you can play with 5 of your friends in public matchmaking as a minimum. Crossplay in PVP is a launch feature (manually optional.) The iconic Dreadnought Assault game mode from SM1 is a must have also in SM3 and not just in SM2. Dreadnought game mode details PVP should have at least 7 maps on launch for variety.
Campaign:
-Continue the saga of Titus, but with new enemies, most likely contenders Orks (fan favorites with funny voice dialogues while in combat), Necrons as for the xenos, and then an other Chaos God aligned Legion, Death Guard with Nurgle daemons or World Eaters with Khorne daemons.
PVE:
-The launch experience should be the Horde mode, with the new enemies which are mentioned in the Campaign section. Horde mode has more replayability than Operations doing the same missions again. If possible, PVE should be a 4 player cooperation mode, this magic number is the industry standard. The more friends you can play with, the better.
-A hybrid PVE/PVP mode of course if it is not implemented already in SM2, in SM3 the new enemy factions Extremis characters should be playable in this scenario. PVE/PVP game mode details
BR:
Combining PVP, PVE and Campaign elements, assets in one monumental game mode, let me introduce the Battle for Survival game mode (definitive naming is work in progress.) A totally unique Battle Royale/Extraction 40k style. The huge map could be put together from the Campaign, PVE and PVP maps, to create a varied and gigantic terrain. This planet has been attacked by the warp and it is slowly consumed by it, that is why you need to move always to the safe zone/circle with your squad.
Infiltration to the game is with drop pods/Dreadclaws. In the start of the match you and 3 other Space/Chaos Marines (4 player squads are fighting each other to survive) arrive on the map without any wargear, so you search and loot for weapons, grenades. Health regen is with medkits/stim packs, armor regen is with armor boosts, you can revive a downed teammate (features already implemented in PVE.)
You need to eliminate the other squads, and there are also AI enemies (PVE element) depending which option will be taken Orks or Necrons, you can defeat these AI enemies for better gear/loot. Outside of the safe zone you take passive damage and they are Nurgle or Khorne daemons hunting, if you can take them out, then the reward is better wargear, but you are in grave danger, outside of the circle.
The mission is ro reach the smallest circle, there is a Thunderhawk waiting for extraction, if there are other squads still, your team needs to take them out, the squad who extracts/survives wins. You should be also rewarded for most kills, extracting special and secret items found during the match.
You could be using all the assets from classes to weapons, which has been already created. I think classes should be used without their special abilites (it can be a different BR mode with abilities on.) Every weapon could be found on the map. The deep customization aspects of SM2 combined with the Chaos customization would be utilzed, cause in BR games the outfit of your character (armor of your Heretic/Space Marines) is really important. The number of squads/players is depending on the infrastructure of the game, ideally around 80, 100 players if it can support it reliably. This concept is a full new approach to Warhammer games, it could mean millions of new players, who are Battle Royale/Extraction shooter fans, and you only need to combine the elements, which you are already making for SM3.
3. Chaos customization:
-Most important basic feature in SM3 (if it is not implemented also in SM2): , fully customizable Chaos/Heretic Astartes. This one of the biggest request from the community from the launch of SM2. So no class lock, Chaos and lots of customization, lets build SM3 with this approach from the start. For reverence I will attach the most upvoted ideas (more than a million G2G upvote score) on these forums, which wanted Chaos customization in SM2: No class lock for Chaos Chaos customization Chaos Space Marines Operations The Chaos Marines should have top priority in SM3, this is highly requested as seen. And you should be open about this before SM3 comes out, cause regarding SM2 one of the biggest let downs is still the lack of Chaos custumization. When Games Workshop sees the monumental support for Chaos customization in the games, they will approve it also. Chaos customization details, photos It was a base feature in SM1.
4. 13! new class, details, abilities, class identity, weapons:
-Apothecary/Dark Apothecary, Class identity: Healer, Ability: Narthecium Gauntlet, single target healing, it can restore the health pool of one friendly, who is in close range to the Apothecary. Weapons: Assault Bolter (it is a secondary weapon/pistol), Bolt Pistol, Heavy Bolt Pistol, Plasma Pistol, Chainsword, Power Sword, Combat Knife.
-Chaplain/ Dark Apostle, Class identity: Moral support, increasing survivability, Ability: Litany of Hate, area of effect support, friendly Space Marines gain damage reduction, if they stay in the radius of the ability. Weapons: Bolt Carbine, Occulus Bolt Carbine, Auto Bolt Rifle, Absolvor Bolt Pistol, Assault Bolter, Crozius Arcanum.
-Techmarine/Warpsmith, Class identity: Technical support, Ability: Small Sentry Gun (mini tarantula) or Trophy System, the sentry gun would mark enemies in its radius and do some small damage to them, the trophy system would automatically destroy grenades. For balancing reasons the Techmarine can only deploy one sentry or trophy, so it cannot be spammed. Weapons: Heavy Bolt Rifle, Auto Bolt Rifle, Instigator Bolt Carbine, Bolt Carbine, Plasma Incinerator, Assault Bolter, Bolt Pistol, Plasma Pistol, Inferno Pistol, Power Axe, Chainsword, Power Sword.
-Terminator/Chaos Terminator, Class identity: Slow, moving tank, with close quarter shooting, Ability: Terminator Armor, this is a passive abiity, which means the Terminator cannot sprint, roll, it can do only small dodges, it should be moviement speed should be between the standard Space Marine walk and sprint. For compensation, it will have increased armor maybe 7,8 armor segments. Weapons: Storm Bolter, Lightning Claw, Chainfist, Power Fist.
-Librarian/Sorcerer, Class identity: Disruptor, ability denial, Ability: Warp Disruption, when activated, the enemy combatants cannot use their own abilities for a short time. Weapons: Instigator Bolt Carbine, Bolt Carbine, Auto Bolt Rifle, Assault Bolter, Bolt Pistol, Plasma Pistol, Force Sword, Force Hammer, Force Axe.
-Devastator/Havoc, Class identity: Anti vehicle/Anti Terminus with specialised armor piercing weapons, Ability: Signum, the Devastator marks his target with the signum ability, and if it is a vehicle in PVP, or Terminus level enemy in PVE itt will do extra damage against it for a short period of time. Weapons: Lascannon, Missile Launcher, Assault Cannon, Autocannon, Bolt Pistol, Plasma Pistol, Neo Volkite Pistol.
-Champion/Dark Champion, Class Identity: Melee specialist with two powerblades, dodge master, Ability: Dash Pack, similar to the Assaults Jump pack, but the Champion cannot fly, or hover, it can only use dashes to the sides forwards, and backwards. For variety it would have 4 charges, in melee combat it would shred everybody, with the dual power blades, but is has no ranged weapon similar to an assassin with huge mobility potential. Weapons: Two shorter Power Swords or two Lightning Claws.
-Reaver/Reaver Chieftain, Class identity: Executioner with 2 handed great weapon, close quarter specialist, Ability: Smoke Bomb, emitting a big smoke cloud in the area, so the Reaver can close in for damaging melee strikes, the smoke makes harder to aim and see for the enemy team. Weapons: Eviscerator, Executioner Power Axe, Terranic Greatsword (all three are huge 2 handed chain and power weapons), Bolt Pistol, Neo Volkite Pistol.
-Infiltrator/Rupturer, Class identity: Hunter with double Bolt Pistol or Silentus Pistol, Ability: Thermal Scan, it revelas the closest enemy through walls/cover, only the Infiltrator can see this, so it is not like the Auspex scan (the whole team can see the scanned), the enemy who is reveladed should be notified that he has been thermal scanned, Weapons: Two Bolt pistols, your "primary" weapon stance is one Pistol, in the other hand one combat knife, you can aim and melee the other Pistol is holstered, "secondary" weapon stance you hold one Bolt Pistol in each hand, you cannot aim just hip fire but with two weapons simultaneous. If you can, create a new weapon for this class instead of standard Bolt Pistols, they should use Silentus Pistols (modified Bolt Pistol with 40k silencer)
-Logistician/Pillager, Class identity: Equipment support, Ability: Restock, the Logistician deploys an equipment box, it can replenish a certain amount of ammunition and grenade. Weapons: Plasma Incinerator, Stalker Bolt Rifle, Occulus Bolt Carbine, Melta Rifle, Assault Bolter, Heavy Bolt Pistol, Neo Volkite Pistol, Power Axe, Chainsword, Combat Knife.
-Suppressor/Chaos Supressor, Class identity: Fire support from the sky, Ability: Suppressor Jump Pack, the Supressor does not have a melee weapon, and cannot dou ground pund attacks like the Assault, it is a totally different approach. His role is to give fire support while flying, the Suppressor Jump Pack can hover over longer times, but it cannot use dash moves on the ground. Weapons: Accelerator Autocannon, Assault Bolter, Bolt Pistol.
-Aggressor, Class identity: Heavy fire support, Abilty: Fragstorm Grenade Launcher, the ability will deliver a payload from the shoulder mounted grenade launcher, it deals an area of effect damage in a small radius. For balancing reasons the Agressor would only have shooting weapons, it would be a differet type of Terminator. Special close quarter weapons, with limited ammunition and minimal weapon options, to compensate that, it would have more armor segments, around five, the Aggressor cannot roll, or sprint, only small dodges. Weapons: Boltstorm Gauntlets, Flamestorm Gauntlets.
-Inceptor/Heretic Inceptor, Class identity: Ambush from the sky with Assault Bolters, Abilit: Jump Pack, it is the same Jump Pack which is used by the Assault, the difference is, that the Inceptor does not have melee weapons, its playstyle revolves around ambushing from the sky, it jumps down in the middle of the gunfight, takes out one enemy than uses the jump pack again, no ground slam, just shooting. Weapons: Two Assault Bolters, huge fire rate, but limited range.
-Breacher, Boarding Shield
-Purifier
Work in progress at the moment.
5. New weapons, grenades:
New weapons, (SM2 weapons can be used in SM3 if you own both games):
New grenade types, (SM2 grenades can be used in SM3 if you own both games):
-Rad Grenade (area denial function): After the initial detonation, it creates a damaging effect in a radius. The rad grenade destroys only the armor, and if you step into the radius, it blocks armor regenerating for a short time.
-Toxin/Gas/Virus Grenade (area denial function): The grenade emits a cloud of gas, only the health is damaged, not the armor. In the radius, you take constant damage, if you stay there, and also blocks health regeneration for a short time.
-Haywire/EMP Grenade/Scrambler (disruption function): Jamming/blocking enemy abilities (Heavy Class Iron Halo, Tactical Class Auspex Scan), for a short time.
-Plasma Grenade (damage dealing function): Similar to melta bomb, but it has a smaller radius, damage output, but the Space Marine can throw it, as other throwable grenades.
-Scanner/Auspex Grenade (information gathering function): Similiar to the Tactical Class Auspex Scan ability but with smaller radius, the grenade reveals enemy positions in its radius, after deploying it.
Really special grenades:
-Holy Orb of Antioch (damage dealing function): A big explosion, with a huge radius, to balance it out, you cannot throw it, and it needs a little time to detonate (similar to the melta bomb, but with an even bigger radius, on the other hand smaller damage)
-Blight Grenade (damage dealing function+ area denial): A special gas grenade, with a huge radius, attacks the health only, no armor damage. For balancing, it is not throwable, and needs manual detonation (similar to the melta bomb.)
Work in progress at the moment.
Respected Focus team, I would ask you, to send this idea and my comprehensive thread to the development team directly, so they can implement these elements in SM3 from the start.
Dear SM2 and SM3 players, I lets support this idea, so the developers can manifest all these things. If you have more ideas, features which would complement what I have stated in this idea thread, then feel free to type it in a reply/comment, so I can incorporate more great concepts.
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