Well, since Endwar 2 is
confirmed, I've been thinking about what Endwar 2 should keep from Endwar 1, gain from a new sequel, and drop like a hot potato from Endwar 1.
I've put quite a bit of time into this, so I'd appreciate it if you'd at least take the time to read the whole thing before you jump down my throat about it.
Endwar 2 Keeps:
1: Simplicity - This is one of the best parts about Endwar; its strategy, but you don't have to manage bases and resources and all that. Just you, your men and a whole lot of fightin'.
2: Theater of War - Done right, this is easily one of the best ways to have the online for a strategy game. Just be a bit more refined about it please.
3: Battilions - The battilion idea is pretty cool (even if something like World in Conflict did it first), but make them more distinct. No custom battilions though. Thats too much work for something so easily abused.
4: Off-Map Support - Fun, useful, and pretty. But you need to be careful how you do it ths time.
5: General Gameplay - The gameplay base for Endwar is pretty solid. It just needs to be built on.
Endwar 2 Gains/Does better:1: Rules of Engagement - These are to be the standing orders ie. "rules" of the Endwar universe. They can be broken, but at an increasingly serious punishment to violater. The proposed idea is this:
1 RoE violation does not punish you, but you lose your "Did not violate RoE" bonus at the end of the game.
2 RoE violations negates any unit experience you may gain in the battle, and you gain no rewards win or lose.
3 RoE violations causes both of the above, but in addition, you are sent to your faction's military prison camp for 1 full turn. IE: If you are part of the JSF, you are sent to Fort Leavenworth, etc. While in prison, you cannot participate in ToW, manage your battilion, or gain achievements for ToW (IE: Be part of the winning faction at the end of the war). You can still do Skirmish games though.
4 RoE violations sends you to prison for 3 full turns, randomly demotes 2 of your units one level, and deducts a set amount of funds from you.
RoE violations do not carry over - you can get 2 in one game, and 1 in another, and not be sent to prison, or 2 in one and 2 in another and not be denied achievements, etc.
RoE violations include, but are not limited to:
Killing an incapacitated unit - IE "Unit Killing" (Note that WMDs and automatic unit deaths "Helicopters over water" etc. will not count for RoE violations)
Using a WMD in a capital city
Quitting
"EMP+WMD" combo
Team-Killing
Self-Destruction (WMDing yourself, etc.)
If you do not get any RoE violations in battle, you get a monetary bonus and a unit experience bonus.
2: More units - Endwar could use a few new units beyond "Infantry, Tank, APC, Helicopter". Even just variations of those units would be nice. Commandos, dedicated anit-air, transport choppers etc.
3: An actual tech tree - Instead of being able to buy everything, you have to decide what you eventually want your units to specialize in. Do you want stealth infantry, or walking tanks? Do want faster APCs, or better armor? Longer range arty, or more damaging arty? Picking one path excludes you from the others, so pick wisely.
4: More Off-Map Supports - There is a lot of leeway in this, but it could be a lot of fun and use to make there be more off - map supports. Examples include:
- AWACS: Reveals all enemy positions on the map for the duration of its effect. Makes all units more accurate. Ineffective vs. radar hardened targets
- Naval/Field Artillery (Strike-box designation) : Bombards a certain area for a set period of time. More effective vs Infantry than armor or aircraft.
- SPECTRE Gunship (JSF-only, guidable): A play-guided SPECTRE gunship is called in, raining down death and destruction until shot down or its' time expires.
- Napalm Strike (Russia-only, strike box designation): Napalm is delievered on the target area, burning down all foliage, doing extreme damage to infantry, and hampering all affected armor.
- Rapid Laser Strike (EF-only, player designated targets): Player selects up to 4 targets, which are then eliminated by precision laser strikes. Ineffective vs. fast moving units.
These are just a few ideas.
4: Off-Map Support Timing: The farther away the player is from their source of support, the longer it takes to get there.
5: More Maps - Duh.
6: More gametypes - Capture the VIP comes to mind. I'm sure there are a few others too.
7: Better win conditions: Win X amount of gametype Y, etc.
8: Better story - The entirity of the Tom Clancy universe is avaliable to be used, use it! Maybe some cinematics like the ones in the E3 and TGS trailers perhaps? Those were pretty damn good.
9: Bonuses for Tom Clancy fans - IE: Special camos, unit names, battilions or even abilities for those have played other Tom Clancy games (EX: Double Agent, GRAW 1/2, Vegas 1/2, Convictions, etc.).
10: ToW tweaks - Faction balancing, better MM, more rewards for playing.
11: AI Tweaks - Infantry automatically take cover, do not engage units they are not equipped to fight unless shot at or told to, armor always tries to present its front, retreats from bad match-ups, etc.
12: Better graphics - EW1 isn't bad, but EW2 needs to step it up a little.
Endwar Loses:
1: Bad Story - Combined with #8 above. This could easily be a blockbuster storyline, if they put the effort in.
2: Little to no civility - With the implementation of RoE, we get much more fun, decent gaming experience.
3: Unit Rank Exclusiveness - All units in a battilion can use their upgrades regardlesss of rank. Rank will still confere the stats bonuses to accuracy, health and damage though.
4: Confusing Voice Command System - "4" is not "12", you stupid game. "Attack" is not the same as "back up".
5: Bad PR campaign - Spend some money on the advertising this time! It'll help!
6: Bad Game Lobbies - No more talking heads. Give us actual actors, cutscenes, whatever.
Comments, suggestions, respectiful feedback welcome.
I can only please one person per day.
Today isn't your day.
Tomorrow isn't looking too good either.