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1) Expand the level system so you can continue doing what you have done without a lot of extra work. (ie whole mini game rules work up and fit into already done system)
2) Do the same things you are doing to make the game better. (ie no "rogue" style game or unusual mini game as you want to keep players and expand player base for game)
3) OC might want to do a stand alone series of adventures with characters adjacent to the main cast or a spin off after the main story is done.
So ideas:
A) After story is done (can be played without finishing game) have a group of RT adjacent PC's be able to explore a different expanse or expanded expanse.
B) Upon expanding/reworking level system have more of what you have done so fare.
B1) Tec expansion
B2) just exploration
B3) Old School throw back 9+ expansive level dungeon (not rouge like or NES Super mario Bros)
B4) Psi focused series of adventures
B5) Inquisition series of adventures
B6) get permission to do adventures based on W40K books
I do not know a lot of stuff that has gone on with the game since the first RPG product in the 80's I picked up so there should be a lot of stuff out there that I am missing.
No matter what keep up good story lines and stay away from simple combat encounter game dynamics (ie someone said they thought the game was just chess). I myself did think the game lost some of its story focus after act3 and at times it was just a combat problem to work through. Note: I still gave it a fairly high score.
Note: Test and make sure game mechanics work or are not too powerful or under powered. I understand programming is complex and things happen but having people ask if there are issues or saying they think they might pick it up two years after launch i think hurts OC bottom line (ie $$$) quite a bit.
I hope to see many and good DLC's for W40K:RT in the future
A DLC that let you play as your companions on their own investigations or adventures would be amazing. Abelard gets a quest where he has to manage a planet approaching mutiny without the rogue trader realizing anything is wrong, Pasqual investigates archeotech ruins in a Mechanicus like dungeon crawler, Heinrich has to keep a piece of xenotech out of the hands of greedy nobles, etc.
It could even be set during chapter 3, kind of a what they were doing to preserve the protectorate while you were otherwise engaged.
- Finish psykers
- More force weapon, currently we have only 3, lold
- Add possibility to wear xeno armor. It's already a crime that we have to spent 2 talents on this and not able to fully embrace it(ye ye I know, physiology, add option if you have high rep with eldar\drukhari to make adjustments to armor to suite humans)
First expands on ships/explorations and such
Later more on pirates, underworld, and so on