1. Unique Base Buffs
I would like to see some of the bases receive their own unique effects, to encourage people to try new tactics. For example, I have yet to see anyone even attempt to base in the library, because it's such a difficult layout to work with. Perhaps adding a set of bookshelves to it, and making it a quest to defend them for 10 minutes or so to receive control of them would help. Sure, it would be a massive boost to get instant free bookshelves, but you would be required to stay in that base to make use of them.
The Zen/Flower gardens could each receive a boost of some kind, similar to the science lab. Perhaps towers built in the Zen garden could have a faster attack speed, and buildings in the Flower garden could gain passive regeneration.
Towers in the Sewage Treatment Plant could gain a poison effect, similar to the assassin's poison. After all, if you get shot with an arrow covered in waste, I guarantee you'd be getting some kind of funky infection without proper medical attention. Maybe even with medical attention.
The tombstones in the Cemetery could gain the toggled Raise Dead spell, so that any mobs slain in/near it would be resurrected as skeletons to fight for the player, with their stats dependent on what they were raised from.
The Iron Gate in the Courtyard could use something to make it relevant. Perhaps breaking it down could spawn a powerful mob to fight for the player in a time of need? Just give it a timed life (perhaps 30-60 seconds,) so that the player wouldn't have control of it for the entire match.
The Tree base could use something to spice things up. Maybe treants could periodically spawn outside of it to fight for the player, or you could gain control of a powerful Ancient.
Something should be done with the Librarians old location. It's just kind of a waste of space at this point.
2. Towers
Mana burn towers need revamping so that they can actually be useful. Perhaps giving them a skill, similar to the Night Elf Moonwell building, would be sufficient. Allow them to generate mana over time, and to steal it with attacks, and then be able to use that mana to restore health/mana to units. Upgrades could be added to the command center, allowing for increased mana regeneration and higher mana capacity.
Also, it would be neat if we could build sets of towers and see their effects synchronized for greater effect. For example, enemies chilled by a frost tower would take additional damage from a coil tower, or enemies stunned by a rock thrower could take additional damage from flame towers. I have no experience with the editor though, so this idea may be too complicated.
3. Unit Victories
A base designed with unit victories in mind. Change Baramarthru and Rikimaru's spawn points to this base, and have it start with a unique building in place. This building would spawn melee units over time, similar to the castle in Footmen Frenzy maps. Upgrading the building would unlock stronger units. By giving these units a timed life, you could prevent the player from gaining a ridiculously huge army, and by having their health/damage scale with the difficulty, you could make them stay relevant, but not overpowered, on any difficulty.
4. More Modes
A new challenge, similar to air/invisible. I would like to see Zombie mode, in which any mob that dies would spawn an undead zombie. I got this idea while playing on NM+air+invis, when the snowman knocked out Lt. Storm and he went all zombie on my repairs. In this mode, the Fortress Defenders would be wiped out much earlier, and since they wouldn't be there to hold the enemies off, players would be forced to step up their game. Furthermore, if you don't protect the units in your base, you would suddenly have a small army behind your walls to worry about.
5. Heroes
I feel like the Tinker needs a massive buff. I've seen 2 people try using him, and neither of them was successful. I've seen talk about him being meant for team basing, but haven't seen anyone use him in that situation either. Using him myself, I felt like I had a useless hero, only good for his Cogs of Time move and early game tanking. The magic attack of his ranged form makes him totally worthless when the hero is needed most. His melee form lets him tank alright at the beginning of a match, but later in the game he can't even survive long on the easier difficulties unless you tome him to ridiculous. Perhaps a start would be to change the magic attack on his ranged form, and to increase the defense boost of his melee form. Or his melee form would be fine if he was changed to be a strength hero. Also, when changing forms, he will lose his virus buff if he has been given one.
I would also like to see a couple heroes built purely for support. Maybe one used for unit victories, using moves such as spirit link, health regeneration/attack speed/damage auras, and healing moves, and the other used to buff buildings attack, health, and armor.
6. Paratroopers
I really like summoning paratroopers with the sentry post, but there are a couple of issues with the current system. One, you summon them in small numbers, in which they're nothing more than a nuisance for the enemy. On the other hand, if you summon them in large numbers, they cluster up and don't go anywhere, making them useless unless you lead mobs to them. Also, when clustering up, they will eventually build up massive numbers, which I believe causes lag and desyncing. If anyone is basing near that area when clustering begins to happen, they can start spawning in that persons base, screwing them over.
One possible solution to this would be to change their spawn point, maybe have 4 points that they can spawn at (one at each portal) and have a patrol route from that portal to the center of the map. The split spawn points would help keep clustering down to a minimum, and the constant patrolling would keep them in combat, sustaining losses and keeping their numbers down.
7. Continue the story.
It's always seemed odd to me that we just fight for an hour, stuff dies, and that's the end. What about the source of the attackers? Maybe after Eternia dies, make it possible to destroy the four portals, and then we bust open the basement passage, moving beneath the fortress to a new map. Once through the basement passage, the tables are turned and we're invading the enemy stronghold to slay their general.
Edited by Krehara, 17 August 2013 - 05:45 PM.