I think that terrain elements, including terrain type (snow, lush, desert, etc), some features (trees, rocks, buildings, etc) and weather conditions (fog, blizzards, sandstorms...), should have a direct effect on units, ultimately impacting on the way people play the game.
Basically, the following points summarise what I think would be a great addition to strategic depth in Spring:
- I think units should be slowed on some terrain (eg: snow, sand, blizzards), while sped up in other terrain (roads, grassland).
- At the same time, I think it should be possible for units to have special speeds set for various terrains, so that a designer can make a particular unit perform better in snow, or or better in desert, but worse in snow, etc.
- Some conditions should reduce LOS. Particularly weather effects such as fogs, blizzards and sandstorms.
- (This is a fundamental tenets of what I think should be included in the terrain interaction)
I think that some terrain should extend radar jamming effects to units.
For example, I think that radar should have difficulty detecting units moving through trees. Thus, a player would be able to all but conceal an army by travelling it through a forest (assuming they aren't kicking down all the trees), allowing them to lay ambushes, or sneak attacks.
- Not only trees should offer radar jamming, but also other features, such as buildings and swamp features, as well as terrain conditions such as fog, blizzards and sandstorms.
- Of course, larger units would be unable to cloak in some conditions, but this can be easily simulated with a simple "cannothide=true" tag, or even by the simple fact that units so big that they can't hide in forests will kick down any of the trees that would hide them anyway...
- You could even go further, allowing some units to cloak in certain conditions/terrain/features. Of course, this is a further step from everything else I've suggested, and is quite debateable (whereas the other suggestions are fairly straight forward). Units could be allowed to cloak, irregardless of any inherent cloaking ability, when they are immobile in certain terrain. The idea being that a player could hide forces within a forest, or in a blizzard, or whatever, and be able to lay ambush, or lure enemy units into a trap.
It also means that the gameworld becomes unpredictable, with blizzards and sandstorms able to crop up around the place and change the map strategies completely...