I like your other ideas tho. But it would turn a rts from skill/ strategy to more of a luck based system like yugioh I’m not sure if your Familiar With it’s machanics. You can always play around your luck but in the end you would pray that you picked the right leader for the income bonus.Beastgun360 wrote:In hindsight I guess it wasn't the best idea I had giving certain factions advantages on certain maps. I just it would make sense to do that at the time.Swerve LC wrote:Yes that’s pretty bad I I just skimmed thru it the first time tbh. I liked the location ideas tho and different maps playing differently as in different machanics but giving some an edge because they are a certain faction is pretty bad and should never be adapted in any gameUnKn0wNxPh0eNix wrote:Not to ruin your parade but giving Factions a advantage on certain maps is the worst idea we got ever get, it'll heavily one side and become luck based in match making to wear if I get that map and I'm Atriox I have a huge advantage because I'm saving money.Beastgun360 wrote:Since most of us are in agreement that we'd all like to see new maps over new Leaders, here are my ideas for some maps:
-High Charity: A Flood-based map. Base & Mini-base slots are covered by Cocooned Bases (which change depending on what side of the map a player is on and what their faction is) & Spore Mounds respectively which must be destroyed before new bases can be built. Forerunner Power Nodes are non-existent on the map, making it harder to gather energy. Off-map areas reveal several HW1-era Covenant & Flood structures. The center of map is inhabited by a Flood structure from the "Light the Fuse" AtN campaign mission that periodically spews out random Flood forms to attack both teams. Near each opposing base is a terminal that, when activated, unleashes an Abomination to attack the enemy's forces (or your own). Flood Blisters & Tentacles are scattered throughout the map.
-Spirit of Fire: The only UNSC-based map. This one would be the easiest to make since the in-game architecture for it already exists via the two training missions. Forerunner Power Nodes are replaced by garrison-able Generators. Building & Leader Power costs are slightly reduced for UNSC players. Scattered about are free turret slots. At certain off-map areas, you can see UNSC bases, turrets, and buildings from Halo Wars 1.
-Enduring Conviction: The only Banished-themed map based on the E3 trailer. Banished players get discounts on building & Leader Power costs. reduced-cost turret slots are scattered across the map. Forerunner Power Nodes are replaced by garrison-able Power Extractors. Base slots are covered by Sentinel Forts from Halo Wars 1.
in a way it’s kinda like that now some leaders are stronger on certain maps but that’s due to design and leader powers/units.