Post#79 » Mon Mar 21, 2016 3:50 pm
I'm talking pretty much everything. Savage 2 in my opinion did a lot of things right - commanders, minimap with FoW, resource-based gameplay both for players and for the team as a whole, map control basis, group-based gameplay, fun combat, siege, fortifications and forward bases. It takes all the elements of old-style warfare and reduces them to fit a smaller playercount. Warhammer SHOULD have been designed in the same way (but for more players) but because the RvR was such an afterthought, it wasn't. Behold the result - there simply isn't enough depth there to add any kind of fun, and some of the flaws even serve to reduce depth (zerging, keep chokepoints).
As RTSes go, another inspiration would be Relic's RTSes, Company of Heroes and Dawn of War. Both of them use control point / area control mechanics to create battlefronts, more so in the case of CoH than DoW.
The fundamental point, I think, is to push towards a more deep, strategic version of RvR, and to do that, you need to draw influences from strategy games.