1.
block rotation back.
if i build certain defense buildings, they will face a certain direction when idle. then when enemies are closing in, swing back. this makes those buildings respond less faster compared to buildings that are defending the opposite side of the base
2.
force full rotation of units on the spot.
same as above. units hit the enemy, then return to heal / to defensive positions, but to be READY to repel a new attack/ follow the new enemy they have to be facing the correct direction
3.
option to block defensive buildings from aiming at the base.
so what a tiny harasser got through the defenses? i have small fry ready to kill it. i want to stop my big guns from shooting something that will do more damage than good
4.
building (supercomputer?) that prevents units from doing friendly fire. also prevents units like arty from firing at the terrain because the enemy is in a ditch just inside the range of said units
i think 2k metal cost is a good price and 30 energy continuous drain. or at least this is a good point from which to start haggling about if it is worth more or less
imagine a detriment followed by shields. the player is on another part of the map. harassers pass the detriment, making it shoot the arty-rockets up and then down at his defensive shields, doing more friendly damage than all the enemy could have done
imagine an defensive arty that shoots at it's own pillar while harassers pass through
5.
more building upgrades.
the advanced thermal plant is an interesting start. how about upgrading obsolete defenses?
6.
resurrecting enemy commanders does not give their production.
is this a feature or a bug? (please be a bug :) )
7.
option for chicken eggs to give the player the 2x metal, but ALL metal extractors give 0.1
8.
option to save a certain starting position for all players.
or at least to increase the interval before starting the game automaticly.
8.1
option to "lock" the players in their teams
why?
i started a game on IcySea-v2 with 8 teams, each with 2 players.
variant: same map, 4 teams, 3 players each
i wanted to place the teammates close to each other, but somehow when the game presents the list of the AI i can place, it shuffles them, so even if i added 3 in a row in the same team, they are likely to be scattered all over the list, as first, 5-th and 8-th
also the timer is too short for me to place them in the desired positions AND place my starting buildings in the desired positions
9.
option to designate an ally AI as "defense", so that the AI plays defensive and builds a "wall" of defensive buildings and others to stop the enemy from entering the "area" ocupated by the team's main buildings.
(i understand this might be not an easy thing to do, but AI already reacts and builds more defensive buildings in an area that is frequently attacked, so it might not be a big gap to bridge)
10.
button to quickly switch to top-down view from current view (and back, of course) + display the coverage of the fire coverage that is NOT blocked by other buildings and terrain (up or down)
very useful when planning defenses in bottlenecks, in order to maximize fire coverage of buildings that help each other, one by dealing with small fry, the other dealing with larger enemies.
11.
formations.
let's say i want to have a tank in the front line, 2 harassers (1 to each side), and in the back line a shield and a builder.
but i want the formation to move as one
or
i designate 3 units to defend a builder. the units will just "follow" the builder, leaving the builder defenseless in the front. option for units that "defend" some other unit to arrange themselves around that unit in a protective "circle"
11.1
builders that "follow" a group of units and automaticly repair ALL of them
12.
super caretaker. 2x the range, 3x the cost. stand alone unit or upgrade after building the current caretaker
13.
option to "fire and forget".
i want the arty to be able to fire, then move and fire against a second target, and so on. currently the arty sits there until the target is destroyed, or follows it, which (following the target) is the stupidest thing a solo arty can do.
13.1
same for special abilities
imagine ordering the flying fortress a hit and run with the special
14.
flying fortress. the only good thing is the HP. the 3 lasers would be decent, but they have VERY narrow arches of fire. would it be too much to let them fire in ANY direction?
edit:
15.
"search and destroy" command
seriously, what can go wrong with that?
no, seriously, the end mop-up is boring
16.
changing the shield defended area.
i just built the shield. i need it to defend just these 2 defense buildings, so it should need less energy to recharge.
later, i will build more energy makers, i will be able to afford for the same shield to cover a bigger area and i will increase it (with only energy cost) and even link it with other shields
also useful because certain fast units (for example flying units) just fly UNDER it and fire at the target, totally bypassing the shield
17.
choose the color of the area that receives energy.
sometimes the area has a color that is too close to the terrain and is not helpful at all.
alternate: when selecting an energy area expanding building, the buildings "linked" to it should show a full lightning symbol, the ones not linked a hollow one.
or both?
18.
any chance the old spider from the strider factory will return? it is an excellent tool in cleaning those pesky AA long range rockets (not always easy to get it safe close enough to them, tho)
and
as a mobile defense for a quick out and back in the fortifications, or emergency defense with a little offense.
19.
scorpion strider special attack hits an enemy but the normal attack sometimes moves (or does not fire at all) at the target of the special, and the target very often gets free from paralisis and still hits the scorpion unless i give the scorpion a SECOND command, with normal attack, to attack said target
can the special be considered at the same time an order to use the normal attack on the target at the same time?
edit 2
20.
units get pushed aside sometimes by another unit. sometimes they are put in key places, to defend and sometimes to stay in cover under shields.
any chance that the units pushed will try to go back to the position they occupied without being told so by the player?
thanks for your time