Here's just a few requests/suggestions...
- A superweapons allowed multiplayer option (checkbox).
- A superweapon launch anim.
- Air strikes (possibly you could adapt the Hunter Seeker's logic for this).
- EMPulseSparkles= moved from [AudioVisual] to the (EMP) weapon or warhead (this way the visual effect an EMP weapon has on a vehicle can differ per weapon).
- Sticky anims (warhead animations that stick to units, just like the EMP sparkles). It might be useful to know that when you add Next= to EMP_FX01 (the default EMP sparkle anim), the animation specified after Next= will stick to the unit when it moves.
- the Shockwave from Ion Cannon to be made optional (so it can either be disabled for the Ion Cannon or be assigned to other weapons).
- Dogfights
- The possiblity for units to pick multiple (possibly have a definable limit) firepower or armor power-ups, just like in Sole Survivor (it's already possible with speed upgrades I believe). Currently when a unit that already picked up a firepower upgrade or armor upgrade picks up another crate which is supposed to contain a firepower or armor upgrade, it'll be a money crate instead (even if money crates are turned off).
- ROF power-ups (also like in Sole Survivor).
- The option for stealth crates to be temporary (so units that pick up a stealth crate will uncloak again after a certain amount of time). If reversing the effects of a stealth crate is not possible, maybe have a stealth crate attach an invisible sticky anim to the unit which after a certain amount of time (set via a number of invisible frames and framerate) jumps to another invisible sticky anim with 1 frame (via Next=) which deals 1 damage point, then jumps to another invisible sticky anim with 1 frame which heals 1 damage point and constantly keeps looping these 2 single frame anims.
I believe animations can't heal units however, which brings me to my next point... - Animations that can heal units (like weapons or particle systems can).
- The ability to select a target for a hunter seeker (like you would do with any other super weapon). This would for example allow modders to modify the hunter seeker into a missile which can be shot down for (or just a plain hunter seeker which attacks the target you want it to attack). I'd suggest the possibility for normal missiles to be shot down... But I doubt there's even a point in bothering
