[quote name='Strell']It's not like that shit ever means anything in a game. The only honest factor is the whole multi-level thing, i.e. a siege tank bombing someone below him.
I know I tried sending marines behind a tree, only to watch whatever the

I was shooting waltz right up to him anyway. Especially since in BN games, you're probably throwing a marine against a zealot or a zergling, so the cover never mattered anyway...[/quote]Eh. You gimme a group of Goliaths hiding in trees against a group of Goons in open ground, and shit can get pretty

ed up. You don't really see that sort of thing come into play in a game because it's not very often that a map maker will plant a forest in the middle of the map. I can't imagine putting a "% chance to miss zone" would be all that popular among most players.
What I
would go for, however, would be wet ground slowing down troops. I'd like to see Zerglings charging down a hill get a bonus to their first attack.

, I'd like to see
hills, period - the world ain't all flatlands and cliffs and ramps. Maybe some rough ground that a Zealot would be able to traverse but a clumsy Immortal wouldn't (though with Dragoon pathfinding as it is, some 'Toss might not notice the difference). Would that require balancing? Yes. Would some of that stuff be too difficult to balance and have to be thrown out? Probably. But if multiple building selections, infinite control groups, an idle worker button, and smartcasting are in, then we're going to need some new... wrinkles... to the gameplay.
/me awaits Darren telling him in great detail why it wouldn't work and isn't needed.