Just wondering if craters, trenchs and angles that could potentially offer better strategic play will make more of an impact later on or if shots aren't blocked by lower or higher land.
Well, the current pathfinding system would actually be able to support terrain with different movement speeds (that means that it would be able to calculate the most efficient path!), depending on the direction of the slope and generic penalties. But I don't think terrain penalties are already implemented, and neither is movement speed which would respect slopes.
Shots are already getting blocked by walls and other objects that get between the target and origin. So I dont see why not, also I think that the terrain is going to be more multi height as we get into deeper development. So one could fire down from the top of a cliff, for example.
Shots are already blocked by the actual terrain, if you have a varied hills, and by most vertical terrain features like mountains or rock faces. But I would like to see a system where units can go into terrain features that dig into the ground at certain slopes added to the game as strategic points or protective cover. But as of right now there are no terrain features I would put that on right now, at least for land units, because their slopes are too steep. Maybe in valleys, river beds, shallow craters, and such. Buildings should not be able to be built on the slopes though, only relatively flat locations.