Welcome one and all
,Still being maintained by Mr.H despite the closure, I will be maintaining the OP with the ideas of the new thread.Last updated 15/12/2012
This is Mr.H back from his long break and ready to come head to head with the upcoming CW3 by the god-like virgil! To make it easier on him I thought we could make a mega thread filled with suggestions only for CW3, I would then compile them all into the OP and virgil has an easily accesible HQ for ideas
. It would also help us inject our various imaginations to create the ultimate experience! So put on your thinking caps and suggest anything!
If you've already made a suggestion you can provide the link to your thread and I'll compile it in, otherwise though please leave a nice reply right here and I'll link to the post and put the details in a spoiler along with a easily visible title. Please refrain from leaving any replies other then suggestions for the game unless absolutely necessary, cheers
I've allready begun compiling ideas from the comments
1. Repair Bots
Author: Hindos, A primitive robotic unit that is very sceptible to damage when in the open. It can openly move along the ground and can repair any structures you order it to. It can slowly repair buildings that have been under attack or give them a very slight edge during the midst of a battle. No more will your units be permanently damaged!
It is like the THOR in CW1, just a very weakened version. It contains maybe 2 pulse cannons a, mortar, maybe one SAM-like weapon, so Anti-Air stuff. Not a weapon just cleaning whole battlefield in a second, but a flying unit, able to fire while flying, and, more important, it takes damage when flying over Creeper.
This Unit has place for some weapons u can put on it. The Carrier will lift them up into the air, enabling them to fire at higher layers if they had such limitations before, maybe allowing them to fire further, and they can fire while the Carrier is flying. also the carrier, even if he's flying, takes dmg for flying over Creeper. The Weapons will still all need their own energy, so that energy will flow to the Carrier, which "maybe" is even able to store energy which is been used to fuel the weapons for a while when being disconnected from the network. Additional: You could possibly put a relay on it so you get a longer connection, would be nice if it could store some energy for the weapons on it.
The unit can carry any type of unit. It can move the unit to a new location. While flying it uses energy stores some on-board but when it runs out starts to take damage if over creeper. While flying with energy no damage is taken
5. Creeper Sponge
When placed, the sponge can absorb creeper, up to about 50k. Then, it bursts, spreading the creeper where it was. You can deactivate it, then it releases 5k bursts once per second until empty. Useful for delaying the creeper
6. Emitter Turner
A building that will cap a creeper emitter and cause it to emit anti-creeper instead? Kind of like how they cap an oil rig, but the cap converts the creeper to anti-creeper.
Ever wanted to pull the creeper towards you rather then push it away. Maybe you want to weaken it's defenses by building one at the otherside of the map. Of-course it would only last for a bit, but a great way to quickly weaken the creeper or take an emitter. You can also set it to pull only anti-creeper or both. Slightly similar to CW2's repulsor only then it does the opposite.
8. Freezing Tower
The freezing tower is a very unique unit that adds the concept of freezing creeper into a temporary solid state. This slightly blocks the flow of creeper for roughly 5 seconds, before the 'iced creeper' melts in a fury of blue waves. The tower has a long recharge time and 18 sub-tiles range, so it's better as last resort then and it's impractical to create a line of ice towers to stop the creeper. Certain very dense creeper are immune to freezing.
9. Repulsor Shield
The repulsor shield is similar to a normal shield but instead of being an impenetrable barrier against creeper it slowly pushes creeper within range away. Unless the creeper is of sufficient density or if power falls of the shield will survive, spores can also take it out instantly. All in all a cheaper version of the shield for smaller bulkheads(i.e. units close to shield) , combine it with a normal shield for maximum ownage!
10. Shieldwall (Freya)
A utility-type that acts as a very strong shield with very short range. As the name suggests, it can link up into a wall of shielding, which gives it an additional benefit of sharing ammo across the entire structure. Since it uses most of its energy when Creeper tries to break through, this allows more troubled sections to use excess energy from calmer sections and make the system as a whole that much stronger.
Why?: First off, it's a different kind of shield -more or less linear rather than circular (it probably has a shield diameter of five- the three cells the unit is on plus the bordering cells). Second, it lets you build large walls out of shields. What more could you want?
A gun that fires a big, bad, hefty projectile that blows through the Creeper in its path. So basically, it does damage in a straight line. Probably has longer range than Pulse Cannons, but fires slower.
Why?: Because doing damage across a straight line: tactical!
Why not?: Aside from that, it doesn't add much, and its role could overlap with Cannons and/or Strafers depending on how you look at it.
This unit launches a anti creeper torpedo at the front lines of your defense against the creeper. This has a fairly short range. But it can be really powerful if used properly.
13. Leech new
A brand new concept for a weapon, this fella uses up stored energy in pods and that of nearby units to vaporize creeper within it's effective range. A great last ditch effort, if the creeper jumps out on you at the back of your base. Could also be an orbital weapon instead of a unit.
14. Snippey Confirmed
Long Version: As the name implies this is a sniper unit. Their range depends on the terrain height they are placed and are great backline units to backup your main force. At maximum terrain height they can shoot anywhere on a super large map. They can not fire over terrain levels higher then the one they are standing on. Sniper turrets can fire small Anti-Creeper Packets, and are adapt at countering enemy units and serving as a depositor of anti-creep wherever it may be necessary. Susceptible to spores, long reload time, can be countered by having a large array of them. If you have multiple ones selected you can initiate salvo fire, or constant barrage(continuity depends on amount of Snippeys)
Short Version:Sniper unit whoms range/effectiveness depends on terrain height it is based on. Cannot fire over higher terrain. Can shoot small Anti-Creeper packets, adapted at taking out units or irritating creeper. Long reload time, spore susceptible, configurable barrage, behind-the-lines unit.
15. Follicor Charger New
Long Version: I've always wondered why units are completly oblivious to any sort of damage when moving. I bring you the mini-spore launcher , unlike spores it does not hit player structures on the ground and has a poor range; however it can target any units in the air which come in range and damage them with varied spore charges. If it's a single unit it will often be able to destroy it in one hit, however in multiple units it shoots more( smaller) spores which do less damage but hit all of them. Thus a bulk force could sustain crossing it without serious damage. The mini-spore launcher is named Follicor, after the ( http://www.thefreedictionary.com/follicle
), which is a small cavity near the hair; and a synoynm of 'spore'. The 'Charger' comes from it's feature of slowly building up energy, influenced by nearby digitalis/creeper levels(without creeper/digitalis it is stagnant in production- but can still fire reserves), and takes approximatley one minute to charge to full capacity when surrounded by creeper of highest level(capable of destroying airborne unit in one hit). One does not have to worry about moving units aroudn your base and the danger it brings, this unit makes guppy usage particularily more difficult and disallows any unit movement within it's range but makes tactical movement or overwhelming a viable tactic to counter it.
Short Version: A spore launching creeper structure which can hit airborne units(ships, guppies, moving blasters, etc.) with spores. It charges up creeper levels to create these spores, using up negligible creeper around it, and at full capacity can destroy a unit in one hit. When faced with multiple units the spores split into smaller pieces and do less damage to one unit but the same net damage.
1. Variable Emitters
Author: sweetdude64 , A form of emitter that either progressively releases more creeper or releases less creeper over time. Can be configured in editor.
Author: Various, Fields in CW3. These control creeper to make them do all sorts of things. Whether static invaders, or giant pillars of creepers there are no limits! Perhaps a structure to detect fields would be great.
3. Conditional Fields
Author:Various, Often requested in CW2. Conditional fields only activate once a condition is met, whether it be the capturing of an artefact or the conquering of a certain area of the map.
4. Advanced Spore
Actually, the spores from CW1. But i would like to see them doing following: they follow (pursue) Flying Units, heavily damaging them if not killed. Can also attack drones, and the both Suggestions I've done before. So an Anti-Air Weapon of the Creeper. It does not need to be a spore, just some kind of Anti-Air weapon, i don't have a plan how it shall look like. The Creeper can build them on the battlefield, they build it and fire it to destroy Flying Units in range. Like the SAM we've had in CW1.
Meteors(either timed or conditional) that could destroy units and creeper/anti creeper in an area, as well as affect the terrain level and maybe even drop off new emitters. This would be perfect to change the layout of a level mid mission, leaving you to quickly have to adapt to new circumstances, or pay the price.
6. Anti-air creep
The players air power is a formidabble force capable of targeting all over the map. Thus the creeper has evolved and retaliated against this by gaining the ability to shoot down planes via certain anti-air towers which shoot creep blobs at the aircraft. What will the humans come up with to counter this...
7. Dormant Emitter
Dormant emitters, are exactly that. Dormant, they can be triggered by a trigger event(read special section) or if the possibility is ticked in the map editor conquered and exploited by the player or enemy. I.e. if creeper surrounds it to a certain density it activates, or if the player builds a certain building type it emits anti-creeper(or anti-creeper packets)
8. Slow Zones
Slow zones slow down everything within them in a strange rift in time and space! Packets slow down, units slow down, and the creeper slows down. If used wisely this can have intresting effects.
9. The worm
Author:4xc, A devestating enemy unit that buries under the ground and comes up in the middle of your base. Fortunately it can't travel through shielding and when it comes up to reep devestation it is sceptible to weapon damage. This could be implmented in two ways, either as a boss or as a unit that spawn from a 'worm bay'
10. Burst Emitters
Something that would be neat is if some (not all, and not right in the beginning necessarily) … if some creeper emitters had a timer like the spore launchers. They would produce creeper as normal but when the timer ran out it would BURST out a large amount of extra creeper.This would force a little strategy as you may want to back off a bit until it “bursts” so you can suppress the extra creeper, mount a counter attack and nullify it before it can “burst” again. Currently, attacking emitters is very straightforward and doesn’t require any really quick action on your part. This can kind of make it boring after a while. Guerrilla tactics would be an intresting new & challenging concept.
11. Spore Guardian
This is a Powerful Anti Air unit produced by Spore towers (or some other special tower) that can deploy creep bombs on your base. This ship like unit would follow a designated flying path (or the Drone pathing system) and can drop little bombs of creeper or shoot small shots of creeper at the player's weapons. This unit is designed to be a fairly troublesome unit as it can fly around and sometimes cut off parts of your base. I see beams as an excellent defense but I would expect mortars to be able to deal powerful damage to this beast. Another great utilization for this would be for it to shoot spores at you where you'd need beams to shoot down the spores it fires. This could also be implemented as solid boss idea.
12. Mobile Anti-Air
Given the new air exclusion zones, I suggest we implement a mobile version of this. These units would have a shield-size air-exclusion zone and move around to protect strategic locations, like emitters. They have basic A.I. and will move away when exposed to player fire unless there is no space. Great way to counter air units even better.
13. Spore bomber
These are spore that have been improved in various aspects. I am aware that spores can have their speed, health, and payload modified but I think another aspect could be added to them to make them more dangerous. What if spores deployed mini asteroids of creeper that fell dropping creeper on it's path. Almost a creeper bomber in the sense. I think this would make spores more dangerous and apply more weight to eliminating spore cannons halfway across the map that leave a strengthened path of creeper in it's wake. I also think having Digitalis spores would be cool too.
1. Digitalis Refinery
This small Digitalis made station strengthens the Digitalis that travel through it making it a smart target for Strafers and bombers to cut off to reduce the strength of the growing Digitalis. The longer the Refinery stands the more Digitalis grow on it, the stronger it gets.
2.Digitalis Anti-Air Tower
This Digitalis weapon has a small range and it shoots creeper at strafers and bombers that come into it's range. It has an ammo supply that transfers through the Digitalis network. The strafer could absorb like 4 hits before getting destroyed and the bomber something like 6. This could work like a Digitalis air prevention field but with the ability to destroy strafers that attempt to cut off Digitalis.
This works very similarly to the Normal mortar the humans have. It has a large reload time and it fires a cluster bomb of Digitalis and/or Creeper at a pre-designated area. (SImilar to Bertha auto-target).
4. Digitalis Bridge
This could be a way for Creeper to spread to different asteriods and across valleys better. This is a small bridge-like thing consturcted out of Digitalis where Creeper can travel across. The longer the bridge exists the stronger it becomes and the more creeper it ferries across it. (I just felt Digitalis should be able to carry creeper across seperate asteriods)
1. Creeper Eater(hel):
Creeper-Eater (Hel): A weapon that uses the Creeper it destroys to power itself up. Has a considerable start-up cost and is either slow or immobile, but once it's up and running it provides considerable protection to the area it covers at a relatively low cost in energy. Most likely operates with some sort of beam, increasing its damage output as it eats up Creeper, but it starts to lose said bonus if it stays inactive for a while. Meant more for fortifying an area than for full-on assaults, especially given that it's probably a Titan-class weapon.
Why?: Number one, coolness. Number two, it's an excellent complement to slow and defensive playstyles, since although it takes a while to set up, it's quite effective once operational. Also it's the only weapon that if charged up allready can continue to function without your network hooking up to it(ofcourse it needs sufficient creeper to power up[lots of area to defends makes it less effective], and is susceptible to spores)
Why not?: Defensive weapons can be kind of boring, can't they?
Titan-class, featuring rockets of death from above! Bombards a large area with submunition-launching rocket(s). The main weakness is height- the weapon simply isn't good against deep creeper, and may be incapable of targeting Creeper that's too low compared to nearby terrain (or even simply other, higher Creeper). Useful for clearing out the high ground, not so useful for launching assaults on entrenched Creeper or in rough terrain.
Why?: Rockets are awesome. Plus, it'd be a very useful unit in conjunction with Guppies, as it's uniquely suited to clearing plateaus for landing. (Wide area damage, possibly over time but nonetheless in a relatively short burst.) High-ground-attack in general seems to suggest some interesting tactical uses and limitations.
Why not?: High-ground-attack might be a bit too specialized.
3. Space Elevator
The space elevator is a new titan structure that does not serve as an offensive weapon but rather as a support unit. It allows you to ship supplies/packets from the mothership directly to the battlefield, and rechargably move units instantanuosly in emergency situations(long cooldown). It is susceptible to creeper damage, and is a key place to defend. Upon destruction it will unleash a explosive radius that damages player structures and units depending on the distance from the space elevator. Very useful asset in larger maps.
4. AC Beetle
It loads up with AC, crawls to its destination, and shoots it right in front where told to. Or it can burst it all at once (maybe taking out the beetle too in the process). When empty, it returns to its "Nest". A possibly limited number of beetles would be afiliated with each nest.
5. Disruptor Pulsar new
Long Version: As a titan class weapon I believe that a weapon which sends some form of disruptive pulse which temporarily distorts the default movement of the creeper in a certain radius would be quite intresting. It would not harm the creeper or destroy any of it but throw it around(configurable via it's unit control panel) to various ends(close packing for mortars, seperate creeper masses, etc. This would certainly not be random ofcourse an a overlay UI would show the effect of the weapon. Particularily good at cutting off digitalis lines.
1. A-Creeper Mines
Author: Lurkily , The ability to lay anti-creeper mines on the battlefield, which explode on contact with creeper. These can give you a good edge on the frontal battlefield and can hold of the creeper whilst you move the bulk of your defenses. Good for postponing the destruction of portions of your defenses.
2. AntiCreeper Cannon
Author: Hindos, The anti creeper cannon uses up anti-creeper whilst firing. It slowly fires pellets of anti-creeper at targets similar to launchers. It can be used as artillery but this is less economical as more anti-creeper is wasted the further you fire.
3. AntiCreeper Reserves
Author: Giving certain units and structures anti-creeper fills up their tanks with anti-creeper, when they die it will be released giving the other units a chance to escape. Thus you could also have upgrade to increase capacity, and the ability to release it when conditions are met(e.g. auto-release upon contact with creeper instead of death)
4. Emitter Converter
As a balanced but potent end-game weapon I introduce the emitter convertor. This converts dormant or controlled but live emitters into emitting anti-creeper instead(or anti-creeper packets). Inorder to do this the emitter must first be surrounded by anti-creeper of a certain density, and you must build a certain amount of resource-expensive converters depending on emitter strength. Once covnerted it can be selected like a building and configured to release raw anti-creeper, or release anti-creeper packets into your system. The emitter will however only be 1/10 of the conquered emitter strength(another option would be making it the same speed as an ore mine in emitting and effected by mining upgrades).
5. Prototypes New
As a progressive manner to unlock Titan class units instead of getting blueprints you can find prototype version on the field.
1. Shield GeneratorCONFIRMED!
Different from placeable shields, this shield generator fortifies nearby structures with shielding allowing them to resist creeper a tad bit longer. It is stationrary and once it's shields break it's instantly destroyed. Perfect to give your units that little defensive edge whilst you can fortify the next position.
Author: Tornado, farms allow you to grow a new resource; food. Food is necessary to feed your hungry troops and buildings which allows your system to keep going. Optional: It can also fight diseases.
With the introduction of the fog of war(similar to CW2 but then opaque) radar towers allow you to reveal parts of the map and analyze activity there. Perfect for night/dark maps. Another possible feature would be a small mini-map with blips for enemy nexi and units.
1. Progressive Costs
Author: Lurkily , Progressive costs are similar to the CW2 tech domes, we would like to see this integrated into CW3 as well as it makes startegic decisions more vital.
2. Low ground Energy Increase+
Author:Wheatmidge, It would be more interesting to have collectors on low ground give more energy. This would convince players to have a risk/benefit analysis of trying to control the low ground instead of always building on top of a hill.
3. Resource managment
After playing AI wars(epic indie space game) i noticed they have a lot of fancy calculations near the resource panel to help you control and oversee your resources better. I'd love to see this in creeper world, this includes your current production, storage capacity, waste(loss), and possibly a + X to show upgrade benefits from research.
Just like in CW2 the formations feature in CW3 would be awesome. To make it even more better you could add a rise of a nations feature where you can select to put them into various pre-configured formations, e.g. the arrow ^;formation, the line - ;formation, etc. Based on real militrary formations! The player can configure this on and off and by default the units are moved in their current formation if you use formation movement unless the user says otherwise.
5. Additional Resources
Currently we have anti-creeper and energy but nothing else. Introducing one or two new resources would be intresting; some choices would be food, population, etc.
6. ToggleAble Relays
Author: Various, Shrike30:
Will let you toggle parts of your network on and off at a single location, rather than having to select every single structure downstream of that Relay and Disable them.
7. Limited Relays
Will allow commanders to pick and choose how resources are shared between two otherwise discreet networks, using a landline rather than guppies.
8. Dedicated Relays
Will allow commanders to keep two discreet networks separate from each other despite passing through the same locations, should they wish to do so, without strange workarounds involving guppies.
This could be done by clicking on a relay, clicking a "make limited connection to..." button, and then clicking on the other relay involved (or, if that's a coding problem, allowing the placement of a new relay that becomes the other half of this pair). Each relay in this pair, when clicked on, would then have toggleable radio boxes which define what kind of materiel they will pass to the other relay in the pair, defaulted to "on" for all types of materiel.
9. Specialist Storage Units
Would let Storage units serve as local "batteries" for weapons and shields, allowing for a more consistent supply of packets in remote locations, without strange workarounds involving guppies.
Transformers would be structures with an AOE that draw Energy from a network and produce packets specifically for reloading weapons/shields within that AOE. Transformers would NOT provide packets for construction. Weapons would preferentially draw from the transformer before requesting packets from the command node. These would primarily come into play on larger maps where a commander has already deployed all of his command nodes and the distance from the command node is becoming a major problem for maintaining pressure at the frontline (those instances where a weapon runs its magazine dry before the replacement packets for the FIRST shot arrive, and the weapon only fires in bursts because it won't continue to request packets once the replacement packet for it's LAST shot has been sent). The current means of preventing this involves either having several guppies leapfrogging packets from the rear to the front to provide a forward "capacitor" for packets, or relocating the command node further forwards (something you might not want to do, or which might not even be intended to be possible in CW3).
1. Buried Emitters
Emitters embedded in the terrain, won't emit creeper until released. Would work well if the enemy had digging capabilities.
2. Creeper Mist Recommended Read
I've been toying around with a balanced way to solve the obvious dominance of the player with air units after reading a comment from Virgil about not wanting air units to sustain damage. My solution is air mist, this is a gassy see-through version of creeper created by a new creeper structure, the mister(name debatable) this converts creeper into mist creeper slowly. Mist creep does no damage to ground units and spreads slowly , it also needs a certain density to survive like creeper.
It blocks air units from flying through it but it's impossible to order your units to fly through it. Thus the creeper can create a no-fly-zone. If left untreated it may cover the entire map, if it covers you launch pads you aerial units won't be able to lift off at all. You can fight back by destroying the producer, the mister, and placing special new weaponry to fight it back(possible hybrid-air creeper and ground unit might be an idea from this.
The mist is not visually hindering of you looking at the map, by default your can only see the outer line of the mist to see it's border, you can also configure to only see it when selecting air units or anti-mist units. Otherwise you can also make it clearly visible all the time in a blueish fog over the map.
3. Targetable Sprayers New
In addition to the auto-targeting of creeper it is tacticly viable to force target the sprayer to accumulate a pool of anticreeper, ready to crack open the instant a wall is eaten through for example. This would help the player muster better defenses and prepare for full scale invasions in the working. Furthermore you could shoot it across spaces of void for further anti-creeper controlability.
1. Orbital Cannon
Author: Hindos, Fire a single projectile anywhere on the map from orbit. This takes a long time to recharge but can temporarily give you network the edge it needs. It leaves the orbital vessel vunerable though.
2. Orbital Buffs
Author: Hindos, Using various researched technology your orbital vessel can temporarily bolster various aspects of your ground force at a cost though. For example using the rapid fire buff temporarily increases fire rate of weapon in an area by 50% but they'll use up more energy per shot. The quantum reactor buff temporarily increases packet output from command nodes or your main base, but only affects a certain area.
3. Kamikaze Turrets
Quick emergency turrets shot down from orbit in little pods. These fellas shoot a hell of a lot faster then a blaster and are great for pushing back the creeper when you're base is about to die. Unfortunately for the player they have a 5 second fuse and can only be used 1 time per map(more if researched)
4. Emergency Supplies
Ration your crew and give your fighters on the ground an extra boost with a few supplies using : Emergency Supplies! Simply drop a pod filled with supplies from orbit and it'll automatically connect to the nearest network piece and deposit resources into your armada. You can choose to drop it wherever you want, great way to make your front-line weapons last a bit longer as your economy crashes and you need more time to recover.
5. Global Orders
Using special communication technology aboard your ship send emergency orders to all your units to retreat(move towards command post in a hopping fashion one by one), charge(same as retreat but then towards emitter of choice), Shutdown(shuts-down all your buildings which use energy), Overmine(sets all your mines to immediately kick into overload, will eat through anti-creeper reserves though)
6. Orbital Bomb
This releases a giant bomb from orbit that leaves a crater in the terrain and decimates nearby creeper. Inorder to use it you must first find a uranium artefact(very rare) then research it in a tech-lab. The bomb is a one-time use only per mission, if available, and does not distinguish between friend and foe.
1. Campaign Between Mission Interface
Author: Hindos, I think it would be epic and more immersive if during playign the campaign you are smoothly moved from one mission to the next withotu returning to the menu. By this I mean you can explore the ship inbetween missions, research upgrades, chat to the crew, train, and more; it would be very immersive and awesome!
2. Unit Limitations
Author: Adahus , Similar to CW2 this means that due to certain in-game events you're units are limited despite having researched it before, add a extra challenge.
Author: Various, Suggested many times. But this time refined, multiplayer would be the next generation aspect to CW3. Allowing two players ot cooperate in constructing and maintaining bases, or both maintaining different networks and working together that way. Other ideas include human enemies(so you fight creeper and an enemy network at the same time, and the more complicated 'human creeper' idea, which allows one player to control the creeper (through fields, gateways, etc)whilst another must build a network to fight of the fields. A simple chat system could be integrated and allowing players to host their own servers would be very useful in limiting the costs to knucklecracker.
4. Overview Merge, side-scroll+ top down view
Author: Sarki Larki , I goes like this: when you fight off the creeper on the surface, there are still little holes where creeper pours out of; no matter how much firepower you hit them with. When this happens you have to go DEEPER.
You break apart the earth and destroy a hidden creeper emitter…
Or you delve into the earth CW2 style and clean up the strange labyrinths of creeper that have formed under the planets crust!
So you go from CW1ish top down view to CS2ish up/down, maybe some side to side, scrolling. And have “two games in one”. That could make for some really long games and epic story missions.
5. Expanded Modability And Customisation
Author: Hindos, to give custom maps and campaigns a nice new feel I suggest adding even more layers of customisation besides terrain painting and manipulation. Being able to customise wildlife, decoration, characters, audio-tapes and dialogue(voice-acting), and unit customisation. This functions from a public database of resources to choose from which is moderated for inappropriate content, this way all custom content and art will not be absurd or harassing but trustworthy and unique.
Author: Hindos, ever wanted to face your foe in the dark? Sure to scare the bravest amungst us this map option makes it pitch dark around your map. You'll need to light everything up well if you want to see your enemy and not be taken by suprise using... beacons! Beacons light-up an area around it and are essential in night-mode maps.
Author: Tornado, Being able to customize every unit and building would be awesome. This would be automatic obviously and just add a bit of variation to your armada; this way things can come in many different colours. Optionally people could pick their colour percentage chances.
8. Experimental Workshop
Unlike CW2 experimentals could work like this; you place your unit (garrison) into an experimental workshop which puts experimental tech on your unit. This can increase it's fighting potential on the cost of other systems, e.g. creeper resistance, spontaneous combustion. Now you can have experimentally upgraded weaponry to enter your arsenal; but mind the down-sides!
9. Modding parameter editing
The possibility of making a copy of a unit and being able to edit its parameters, so that either a map might have a unique unit, or that the player would be able to construct units different from those in-game, for a different gaming experience.
10. Slopes, smooth terrain levels..
Creeper in CW2 zero-gravity maps seem to behave pretty much identically to creeper in CW1 maps. So using the CW2 code to implement gravity could be used to implement a 'slope' in a CW3 map, so that all creeper tended to flow 'downhill'.
11. Terrain Events
Scripted changes to the landscape, which operate according to certain rules instead of just setting exact values to set landscape to. For instance, rather than setting exact heights, trying to cause transformations to existing landscape, so that your terraforming isn't overwritten, but may be very damaged. If you open a rift in a map this way, your terraformed walls may be reduced to a lump of semi-random terrain at the bottom.
Triggers allow map-makers to check true for a certain event, and if it passes as true can cause an action after starting the map. For example you could have a trigger for collecting a tech relic, which activates a dormant emitter.
13. Increasing weapon load via pick-ups
Author: teknotiss, Having the ability to increase the number of available weapons through tech pickups would be great.
Thus if you only get "x" blasters to start you could have "parts" for "y" more set as values in the tech items.
14. Music Expansion
One issue with previous CW2 games is the lack of variance in the background music, any player who's been on for extended amounts of time in-game will easily get bored or even irritated at it. Adding more music tracks into the game would be great, ofcourse the player could run their own music in the background; but we want music that's appropriate and immersive in the creeper world universe.
15. Bertha Control
Make it possible to group together Berthas (and whatever weapons this is applicable) to "firing groups"
In the Firing group one Bertha (or whatever the group consists of) is the leader (default: the first selected unit, a new leader can be selected manually)
Within that group you can set Targeting and Timing
as leader (obviously can only be set for the not-leader)
auto targeting (automatic targeting at the densest creeper, as shown in video)
Fire at will (Bertha shoots whenever it has enough ammo)
salve (all members shoot at the same time)
continaual (if there is 2 Berthas in the group, the leader fires, and when leader is half re-supplied, the second Bertha is fired. If it is 3 Berthas the second Bertha fires ones the first (leader) Bertha is resupplied 1/3, the third fires ones the first (leader) is 2/3 resupplied
16. Advanced Options
The solution to the long-standing rift between casual and hardcore players. This stops new users from being flooded with plethoras of fancy buttons and sliders in network and unit control,by default it would be off. Hardcore players could go to game option and tick advanced features on, this allows them to use features like limited relays, dedicated relays, sliders, guppy limitations, etc since those would be confusing to newcomers.
17. Nature/Life new
Long Version: Personally I would love to see some improvements made in asthetics and atmosphere via the addition of 'Nature'. Planets could vary, (perhaps some gas planets) and some could be in the 'goldilocks' zone. Thus a larger array of default terrain types and maybe some intresting new features. Nature would be mostly asthetical, but if that doesn't go down your alley then perhaps using it as a temporal barrier against creeper, or something to protect(like a capsule in CW2). I just feel the maps look a tad bit empty in their current state and terrain manipulation has it's limitations . Examples of Nature are trees or alien plant-life, perhaps certain simple creatures without AI.
Short Version: Asthetics & Atmosphere via introduction of planet types(terrestial, gaseous, etc) and Nature;which can be protected or used as a strategic shield against the creeper.
18. Waypoint Aircraft new
Currently the player has little control over aircraft and they take wide swinging arcs around locations to get them. Being able to set multiple way points and a flight course routine for more complex maneavours(e.g. dodging some anti-air units). Would highly enhance the current air system.
1. Terrain Levels
Author: Hindos, It would be really amazing if we had a larger range between terrain levels. Currently we have 10, imagine mountains on GIANT maps with 20 layers?! This would add more terrain levels and thus more varied landscape.
2. Terrain Types
Author: Hindos, Currently there are different colours of terrain, but it would be even better if they would have an effect. Terrain could have a sponge like-effect that weakens the creeper presence, or it could be very durable making it hard to terraform, or it could allow for quicker movement whilst on it(ice), for cities things like tarmac would be great too.
3. Terrain Structures
Author: Hindos, sure you can make a lot of pretty things with terrain art, but what if you want to create a city? Some way to have multi-leveled structures which can be placed as deco would be amazing. Perhaps they could also be enterable on multiple levels and then you can see-through to the level of the current unit(different transparency depending on level).
4. Terrain decoration
Author: Hindos, thing like trees, rocks, water, lava, etc could not only offer a strategic advantage but also add more immersion. You can see how the creeper indisciminately decimates the ecology, or you can lure the creeper over a lava pool so you can use it to expand your network. Perhaps having animals as mission targets(preservation of life), or war assets(using animals to bolster your defenses).
5. Decayable Terrain
Author: Hindos, Decayable terrain, just like in CW2 but then only in CW3's universe. I'm talking giving the creeper some good old limited terraforming abilities. Will make you think twice where you place your defenses. Ofcourse not all terrain is decayable only weaker ground.
6. Decayable Tera-Terrain
Author: Various,currently Terraforming is a permanent and indestructible way of changing the map, instead it would be great if the creeper could very slowly decay the terrra-terrain layer by layer, in order to counter this simply place a terrap unit nearby and configure it to use energy to keep the terra-terrain solid. This might be configurable in map options in-case terraforming is used for a more permanent effect
7. Harmful Terrain new
This terrain type does not allow unit construction on top of it and harms any units that land on it. The same idea also goes for the creeper, or the creeper just avoids it. Lore-wise this could be caused by radiation, toxicity, acidity, lava, or other such harmful materials.
Author: Hindos, Protect, you're set out to secure and then protect vital wildlife endangered by the creeper until the timer expires. This can be anything from a ancient tree to a endangered tortoise. You may also be asked to protect a bunker, research facility, etc.
Author: Hindos, Skirmish, you have no capability to build anything and save for a sole guppy to rearm your units that flies in every 1.5 minutes you are left with the units you have and nothing more. Thus every unit is essential, so be wise and win quickly before you lose the upper-hand.
Author: Hindos, Containment, Your mission is to trap and study creeper to better learn their weaknesses. Thus you are given no nullifies. In-order to trap an emitter you must place a line of defense around it and have a shield overlap the emitter.
4. Space Battle
Author: Hindos, Space Battle, In a space battle scenario you will face another mother-ship hosted by another faction , most likely the creeper's servants. In this mode you must dodge incoming creeper cannons and field effects whilst building a defensive permiter to take down the enemy ship. This is no walk in the park but the giant explosion at the end will be worth it.
You don't have to follow this format but it'll make it look more organised:
Title: (name of idea here)
Author: (your name here, optional)
Type: (unit,enemy, tech, building, economy, (Anti)creeper, orbit, special,terrain)
Desc: (description of idea here)