Here is a thought that I wanted to discuss (apologies if it has been mentioned before) with you about a gameplay element that could add an interesting twist to CU. What I would I am referring to is terrain that impacts ones movement speed. Specifically, this would mean if you are on roads or trails you move fast or even at an improved speed. If you go off the path or road and into the grass, mud, sand, bogs, snow, and hills, etc., you would slow you in varying degrees.
Here are just a few examples of what such a system could bring to CU:
- For one, as far as class build/movement based classes go, this could lead to a scout or ranger class having skills that allowed them to move over these terrains at a faster pace - giving them a unique class advantage.
- This could also lead to, in the event there were player made structures, the desire to place your building in areas that gave defenders a terrain advantage - perhaps there is a bog near one side of your keep that makes assaulting it from that angle very difficult. Or, perhaps, your keep is simply placed on a hill that slows attackers rush to the gates.
- Another potential element could also be player made roads and/or bridges that allowed one to move resources and players to vital locations at a faster speed. Make them destroyable as well to add another element.
- There is also the potential traps or ambushes that could be laid if one could lead the zerg into, for example, the "dark swamp". Say a group of rangers and spell slingers are waiting in it's depths as a few of their friends lead the would be pray inside. Their they ready to launch a volley of hell on the once fearless hoard as it drags itself from the muck. Fun - even if they only fall for that trick once lol!
There are many ways terrain could impact gameplay in CU. I'd like to know what you think about such a system?