What I'd like to see in a new 3DS entry (c'mon Intelligent Systems!) is a return to Wars World and the old fun pop look, with Days of Ruin's map editor, CO personal-unit-command power-gathering/aura mechanics (but with Dual Strike's powers set), Dual Strike's features
and a greater emphasis on units, new terrain, and weather effects.
New features I'd love:
- Placing direct-fire vehicles on 'plateaus' boosts their range by one square, turning them into short-range indirect-fire units. Also boosts existing indirect units' range by one square.
- Dynamically-spreading fires. Fires can start in forests due to heavy fighting, and can spread out by a few tiles each turn, greatly damaging units which are caught, and insta-killing infantry. Air units have their movement through fire tiles reduced, due to the large smoke clouds. Fires eventually burn out, and are instantly put out if it rains. They also reveal a large area of the map in Fog-of-War.
- Destructible bridges. New bridges can be built with a new bridge-laying unit over rivers.
- Emplacements/deployables. Machine gun turrets, rocket turrets, AA turrets, cheaper drone-factory units (similar to the seaplane-carrier mechanic), deployable mines, barricades, trenches (infantry gain a huge defense bonus in them) etc.
- Natural disasters. Tornadoes, hurricanes, thunderstorms, flooding, etc.
- A 'bombard' ability for indirect-fire units. The player can choose to 'bombard' any tile within the unit's range, even tiles shrouded by Fog-of-War; the unit will immediately rest, and the bombardment starts during the enemy turn (for balance). That way, if the bombarded tile is already visible to the enemy, they can see it's being hit before their turn starts and avoid it. The bombardment phase occurs at the beginning of each turn (just like the resupply phase), and uses up 2 ammo each volley. It lasts until the player ends it, the unit moves or until the unit runs out of ammo. There is no indication that a tile has been targeted for bombardment, but a crater will appear on that tile after it has been hit by at least 2 volleys. Air units aren't affected.
A unit hit by a bombardment suffers 1 damage for every 2 HP of the bombarding unit (thus, a maximum of 5 dmg), and a penalty to its movement range that lasts 1 turn.
For example: an 9 out of 10 HP Rockets unit chooses to bombard a plains tile and then rests; the enemy turn starts and the first volley hits the tile. An enemy Medium Tank was already resting on that tile, thus suffering 4 dmg, and a 1-turn duration movement range penalty.
A city can be bombarded, reducing the amount of funds that city provides.
A factory/airport/seaport can be bombarded. While being bombarded, the price of constructable units from that base greatly increases (mimicking a siege situation/cut-off supplies) until it stops. A freshly-spawned unit does not suffer damage (basically spawn immunity) from the first volley that hits it, but will be damaged normally by subsequent volleys if it stays on that tile.
An HQ can be bombarded too, which freezes the enemy CO power meter, preventing it from building up until the bombardment stops.
And lastly, CO mechanics similar to that of Fire Emblem's perma-loss of characters when dead. A CO can jump into a unit just like in Days of Ruin to build up CO power, give aura, etc., but if the unit is destroyed, the CO pops out as an actual unit and needs to be extracted/guarded until safe again or back into another unit. If the CO is killed (or maybe
captured, to fit in with the friendlier Wars World atmosphere) while exposed, the storyline changes or in special missions, it's game over.