Assuming that the procedural generation will include hills and valleys, I'd like to raise a couple of points. In TA, hilly areas could be traversed by some units but not others, and the steepness of a given hill was a factor. This is a really good feature that I would like to see make it into PA. In Supcom, it is often hard to see where smaller hills actually are without zooming in close and moving the camera (e.g. There are a number of hills on Seton's Clutch that are good for hiding behind or putting turrets on, but they are not obvious and can cause problems if you don't realise they are there). Please use some sort of consistent art style so that hills are easily noticeable. Also TA had small hills block unit vision, but this was abandoned in Supcom. Please bing it back! Lastly, and possibly most difficultly in terms of programming and CPU load, please make elevation increase unit range. Both TA and Supcom have artificially limited weapon ranges, so elevation makes no difference. I would love to see range rings that expand on higher ground and fit the contours of the terrain. If projectile weapons are calculated on a parabolic arc rather than being artificially limited this seems possible to me.