Now that 2.0 is out and people know that the game is being actively developed, what changes would you like to see?
I’d like:
- An option in the settings, allowing players to increase the maximum unit group size. As well as a “select all army” button, as in SC2.
- Unit skins, as well as instead of choosing a single skin, players could choose multiple, and producing units will have a chance to spawn them with each of the selected skins. Maybe there could be weights too… Like if you have 3 skins selected, with weights 4, 5, 1, then skin 1 will have 40% change, skin 2 will have 50% chance and skin 3 will have 10% chance to spawn.
- A more straight forward way in the World Editor to spawn a missile. Right now there are 2 options (that I know of): one is to create an ability, based on acid bomb and give it a custom debuff. Whenever you want to spawn a missile, use a dummy to cast the custom ability, and also have a damage detection trigger, which checks if the damaged unit has the custom debuff. Remove the debuff and do what you wanted to do. Or the second way is to have some 3rd party libraries (or make them yourself), responsible for spawning and moving units, as well as detecting collisions with them. In which case the “missiles” are actually units (which is an overkill). Both ways are inconvenient. And just having some native functions for it will be quite nice. Alternatively, we can have another Channel-like ability, which actually spawns a missile and it can have extra fields for extra effects like damage amount, healing amount, buff or debuff applied, AoE, whether it hits a specific enemy, or just the 1st one it comes in contact with, etc.
- And this one will be controversial, but I’d really love to see an improved pathfinding and unit collision algorithms. Or at least allow the custom maps to use such. I know that the game’s clunkiness is part of its “identity”, but it is also what’s keeping new players from starting the game. The game just feels unresponsive now - you issue an attack order: the unit moves slightly up. Then decides that going down was actually the right call. Then changes its mind again and tries going up again. Or a melee unit starts attacking an enemy, but that enemy dies, so they start their attack animation all over again, instead of just finishing the attack they’ve already started, targeting another viable target, as one would do in such a case. But yeah… I’ll understand if such changes wouldn’t be implemented, as it will only affect some of the custom games, and it will be a lot of work and effort to implement.