so what i´m gonna do here is bringing in a brainstorm of ideas gathered over the months of opened threads and ideas regarding how to improve aspects of the game to be more fun and maybe even more challanging in general ... some of this may be not too much covered in detail and some topics that might improve gameplay further and have been discussed might be left out but i like to bring you the general idea of how gameplay might evolve over the next months ... let me give you some tags first and you might get a immidiate rough understanding: more transportation options and functions: - multiunittransports for both orbital and air as well as a hovercraftversion and orbital aircraft carriers - more versions of teleports: orbital and naval - the unitcannon - ferryfunction and transports assisting factories addition of the crossplanetary advanced airinterceptor addition of all terrain hovercrafts and hovercraftfactory what is the purpose? Flexibility! adding more strategic options and ways to combat over multiple planets so lets go a bit more in detail to what these will provide to the game ... however lets start from the bottom of that list of tags: addition of all terrain hovercrafts and hovercraftfactory hovercrafts as a unittype are a mix of both vehicles and aircraft ... they share both advantages and disadvantages of both of the other unittypes and thus would rather take a further supportive role to the existing unitpool as they are: - more mobile than most ground and naval units as they can traverse pools of water or lava and other types of pools unpathable by ground or navalunits, hovering over it - less mobile than aircraft as deep cliffs or high mountains and large rocks will still block them - arguebly thougher than aircraft and bots but less so than tanks and ships as such they are most usefull on planets with heavily mixed terain and will help increasing the pace were bots and tanks aren´t able to travers such pools or ships not able to get to deep in land positioned bases and provide extra fire support ... why a dedicated factory? to make hovercrafts independant from both ground and naval as it is the same case with aircraft and rather serves as another bridge for ground and naval what should be able to build it? howercrafts are rather advanced and specialised vehicles so it shouldn´t be buildable by the commander but basic and advanced fabricators serving as a alternative choice to the advanced version of the fabricators factorytype ... addition of the crossplanetary advanced airinterceptor air supperiority is not to be underestimated ... in this game it is a very usefull tool to defend against attempts of invasions from the orbital layer and as the attacking player it can be very difficult to get troops down to a planet which is covered in airunits, both antiair and antiground, as there is the danger of losing austreuses that are traveling to the airlayer being catched by interceptors and bombers immidiatly destroy any attempt of you gaining a foothold ... since it isn´t possible to bring over aircraft on its own people Introduced the idea of an airinterceptor that can travel between planets .. implementing this unit would allow players to have a better chance on gaining a foothold on an enemy planet fighting enemy aircraft of any kind providing support to your surfaceunits ... but how should it work with the existing unitpool not making the other interceptoroptions, which are the hummingbird and the avanger, redundant: A possible solution would be: - making it a advanced unit being buildable only from the advanced airfactory - being statswise the same as a regular airinterceptor or maybe even a bit weaker on dps - not allowing it to attack the orbital layer more transportation options and functions: probably the most impactfull addition and improvement to gameplay ... as much as important it is to rapidly produce more and more weapons and resources to overcome your enemy as much as important are the logistics of your army to get them were they need to be let me give a short explaination how the following additions will help: - Multiunittransports for orbital and air as well as a hovercraftversion and dedicated orbital aircraft carriers orbital multiunittransports and carriers provide you basic travel between planets and as such are a rather strategic and mandatory option of expanding to or attacking your enemy on other planets the air- and hovercraftversions would be rather more tactical transportoptions for planetary combat and special operations being more usefull on bigger planets through general higher speed than the orbital version - more versions of teleports: orbital and naval the bigger the systems the more important orbital teleports might become as they would serve as the highway to the orbital road tranports saving you a lot of transit time naval gates would rather serve a nicheuse of providing basic but eventualy still important transportcapabilities for naval units between waterheavy planets .. one way to do this is to add an additional model to the existing groundversion of the teleporter when hovering the blueprint over water ... - the unitcannon the unit that will help invading planets eventualy the easiest way, not needing to get or be build on the enemies location but just throwing your units torwards it being a usefull addition and likely the last resort for when anything else transportwise fails ... - ferryfunction and transports assisting factories with the eventualy existing transports as well as teleports these functions may provide the most help of coordinating your army giving you a level of automation that may help you macroing your army better and be able to concentrate on giving your armies more detailed attack options when neccesary factories for instance do already make use of teleports transports may well do the same either by simply taking units from factories and bring them to their alligned exitdestination or carry them from alligned ferry beacon to beacon orbital transports may additionaly make use of orbital teleports while assisting factories but this may be rather difficult to code but would be a incredible help on macroing your army through a system in the case of the unitcannon it may either assist a factory or a teleporter or factories have their exitdestination be alligned torwards the unitcannon same with units exiting a teleporter and now imagine being able to make a traffic network out of all that ... ... now excuse me i need to gather the soup that once was my brain ... sooooo what you guys think of THAT whole thing?