My suggestions
Old suggestions (some of them are already implemented)
- gates
- formation commands: keep formation, break up, gather, spread out
- longbow upgrade (for composite bowmen), then crossbow, heavy crossbow
- disease weapon for catapults: high damage radius (e. g. 5x5 ormore), all units get infected and die slowly unless healed by villagers or priests (more effective than villagers)
- more ship types (e. g. a slow but powerful ship vs fast ones)
- ability to train a hero in multiplayer once in a game for a high cost in the Iron Age (different heroes for each tribe)
- more resistance to conversion for elephants (+ 50%)
- shorter build/training time after deleting a building/unit
- female priests with different spells: e. g. calm (unit stops attacking but can still defend itself when hurt), despair (suicide, weaker but faster than conversion, needs less faith)
- explosives (sapper units) (Gunpowder Age)
- not much larger techtree (the new techtree will be larger, but not much larger)
- option to display all enemy buildings with the same tileset (easier for beginners)
- more music tracks (CD audio): maybe 2cds, one for installing, one for playing (containing the cutscenes and audio)
- more cutscenes (one cutscene for a campaign maps)
- sound editor
- pcx screenshots
- 16 or 32 players for LAN (controlling 8 or more tribes)
- larger maps for LAN than for internet, higher unit limit for LAN
- savegame option for LAN
- longer beta test phase
- heroes: should be immune to conversion
- super-groups: group selected groups in a new group (like in Micrografx Designer or Adobe Photoshop). Use: you can devide your army into sections according to their function and still move all guys as one group.
- alternative: possibility to have units belong to several groups at once
- if the player gives contradicting commands, that's his problem :)
- upgrades from priest to bishop (are another unit that is ranked higher in the clerical caste - I'm no expert at this): you could thus summarize several upgrades in one and shrink the tech tree, making room for new inventions
- upgrade: mining below ground. Lets you get more gold after all mines above ground are emptied.
- option to kill your guys in a transport that has been converted (otherwise the enemy can reduce your unit limit with this trick)
- computer ally that controls a part of your tribe (e. g. production, scouts, or siege weapons)
- customizable deatmatch resource stock
- customizable random seed for random maps (for rematches)
- customizable cheat codes (this would indeed be a funny feature, and quite easy to implement - the only drawback is that you have to give the cheat codes away in a file like cheats.txt). The idea is that evry player can have his own cheat codex, e. g. he could use PIZZA DIAVOLO instead of PEPPERONI PIZZA :)
- hotkeys for all buildings (fully customizable)
- hotkeys to select all units of a particular type that are visible (F keys) - like in Dark Colony
- "action" button/hotkey that brings you directly to the action that caused a sound (e. g. attack, new unit popping out of the barracks, upgrade)
- option to disable win95 key and f1
- save and check the tcp/ip address used in the last session
New suggestions (based on more information about the sequel)
- map editor saves only differences from blank/random scenario if appropriate, stores changes in stack - UNDO option
- improved customizability of random maps: choose number of expansions per player (may be a fractional value), along with the sizes of the resource patches and forests; expansion = island or place (usually hills) with a forest and mines
- Linux port of the game (please)
- the game should not need a better machine than AoE1
- shift from early Middle Age to Gunpowder Age: the devastating power of the new weapons may unbalance the game, so add a certain uncertainity for the first weapons (they are a kind of prototype): cannons could explode when shooting, guns don't always fire (as in real life)
- ships with cannons can only fire a broadside (a disadvantage against triremes)
- zoom for the main map (two levels: the current view and a view where everything is 50% smaller) for a better overview; less animations at that level so it does not need 50% more RAM for graphics (maybe using only icons for mobile land units, or a wireframe model for buildings)
- world maps (scrolls and wraps automatically)
- functions keys with messages (like the taunts in AoE1, but with text, and fully customizable) for multiplayer communication (like in Diablo)
- option to transmit locations to other players (e. g. press a hotkey, click at the map = "attack there" or "resources here" or "help me out here")
- option to re-join a game after being dropped, computer handles that player meanwhile (does not build new units but rebuilds farms etc. and defends the base as good as possible)
- less micromanagement (fishing ships look for fish after being created, farms are rebuilt if possible)
- ability to destroy units and gain back some resources
- fully customizable start resources (may be different for each player if good player play vs newbies)
- map editor: option to create minimaps in .gif format, map previewer (does not load the entire game, for Kali games)
- full documentation of the resource files (allows people to replace graphics and sounds etc.)
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