I have an idea for the Underwater Layer: -In most/classic RTS, the underwater layer is invisible to land/air vision. Would be neato for that to be the case here, where land, air, and orbital didn't see the stuff underwater. Also adds a mild "stealth" layer to the game. Also buffs both the barracuda's power as an anti naval only, and the kraken as an expensive anti-land that can be hidden underwater. ALSO, it makes air dangerous to use heavily without non-air units, which can actually detect dangerous underwater threats. -Would be a nice touch if amphibious units like bots were expanded on too. Remember how the weakest infantry in RA2 was also the only able to occupy structures and fire from them? Would be nice if Dox and Grenadiers were able to cross underwater but not fire since you added that to the engine already. The hard part, is making them only detectable underwater with underwater detection so it's a surprise when they emerge. -I couldn't help but notice the vehicle fabber is cannonbuildable. Would be awesome if the bot fabber was amphibious as well, and then you could make that cannonable instead (because sometimes you wana play a naval game, build unit cannons on water, fire units into water, teleport units between water... you feel me?) I don't feel given the vehicle fabber is cannonable, that the bot fabber would even need a nerf or cost increase or the such in light of this, but that is a possibility depending on preference. -Would be hard program work, but would be awesome, if things that transferred from land to underwater, could change speeds. As if water slowed down an amphibious unit if it enters water. Dox move 20, could move 12, grenadiers could move 10, combat fabbers move 10, and even boom bots could get in on it if they moved 12 but that too is a questionable future move. Maybe the Commander could stay the same, or gain +1 more speed than current on land and have the current speed in water.