First to say - damn, I wrote this thing more than half an hour and my stupid' browser crashed, and I had to rewrite it.
Now about the idea.
In the game there are 3 major layers (I devided them so, but I'm sure the devs mean something else ) - background, middle and foreground. I've not included the GUI layer.
What's all that with the layers?
BACKGROUND LAYER: includes (now thanks to Tiyuri) hi-res image, rain and water animations.
MIDDLE: this is the actual playground where there's solid ground, objects to destroy and hedgehogs to play with. Plus some fluffy clouds in the sky.
FOREGROUND: here's only one thing (as far as I can see) - another water animation.
You can see this on this image:
Now my idea is to include another layer between the front and middle one, that is - between the water and the solid ground(where you actually do the killin'):
It'll be like in the old school 2D animation (don't now how it works now with all that machines that do the work) or like in a theatre wher you have the same foreground for a couple of scenes and you only want to move the characters around. Of course the position of the objects in the new layer and the old middle layer (the battlefield ) will be different so that they don't overlap and not give you the opportunity to feel the depth of the field. Althoug some of you may think that this is just a stupid eye-candy, I'll prove you wrong: by using teleportation utility or in the future - invisibility, you can hide your hedgehog behind a bush without your opponent noticing that. Then he'll do his thing and on the next turn you'll be given the opportunity to make an "ambush". Example scenario: last minutes of the game. Only a few survivors are left struggling for the glory of winning the battle. Hedgehog A (your team) teleports silently behind a tree, high grass, a rock, a bush or whatever the theme offers as objects. Hedgehog B (from the enemy's team) doesn't know where hedgehog A has teleported. So he wants to strike another hedgehog of your team. He moves slowly near the bush (for example) behind which your guy's hiding, then he aims and fires. The target's hit and your second hedgehog dies in great pain...But not in vain. Because in the next turn your opponent realizes that this move has brought a great defeat. Your hedghog A jumps out the bush and with a swift move of his whip, he strikes down the enemy.
In a more grassy terrain you can even make an encircling movement behind a great field of grass and thus reach your enemies unnoticed (some modifications should be made here in order to do that, since in multy there's a big red ****ing point that points directly to your hedgehog )
So you have a much greater depth of the game fiels which also brings even greater strategical taste (and can be also used for future updates like the balloon that Tiyuri plans to make).
More depth AND realism, please.
In order to make it a little bit more realistic, there should be a surrealistic 3D feel when it comes to explosion. You'll agree that it's very dull if you hide behind a bush, a shell hit's you on the forehead, your body's ripped appart along with a 100-150kg dirt and the bush, behind which you were hiding, doesn't move at all. As if nothing has happened behind it. So here's the parallelism of the explosions.
In order to do that, the new layer will also have an exact copy of the solid ground in the middle layer (where your hedgehogs are). When something explodes, the explosion will be transfered onto the new layer in order to affect the objects there too. If you're hiding behind a bush, someone drops a TNT in front of your face and it tears you into tiny peaces of blood, brain and flesh, it will do the same with the bush, behind which you were hiding.
That's my idea. It's a major modification (at least I think so) but I think it's worth giving a shot.
HTML = How To Meet the Ladies
Here is my Unofficial Manual for HW. Hope you like it. Still working on it. Don't worry. Will get it finished...Sometime in the future.