Hi midnight,
these changes sound pretty well, i like that you removed trophies cause i too tried having a trophy system in Desert strike map many years ago which i found bad for gameplay at that time.
the timefreeze must i say is good idea, very much alike what i have in my dsc, i prolong timer, adds time to clock instead of pause which outputs same result tho. i too really like this feature has alot of strategy in it, and surely why i added that feature long ago. the refund if you payback 100% is really nice too, many players like it in my dsc, some wants it to be picked off as a gamemode which im not gonna but just a hint a player request on my dsc, ive told players if they agree to not use refund thats an agreement players can agree inbetween them if they would like, as its shown on leaderboard it cannot be cheaten with if agreed not to use.
the idea of miracles and disasters good too, i tho think you should add these as quicks that can be bhought, do use against enemys within a low cost tho my opponion, like adding darkness to enemy bases for 5 seconds to cost around 200 or so, which would make it part of game and be used as strategy, using it 100 times would still be alot of minerals to waste, remember to balance the cost of such to be relative good to use while still taking some power of other strategy, and 5 seconds of darkness is not alot, killing random buildings enemy base could aswell be a quick, like chikanes against enemy yet random power, if you overal find the mediate cost of all buildings to be like 600 than add like 10% to that cost to use the quirk so that so kill one random enemy building cost like 660 mienrals and if youre lucky it kills a building with higher cost if unlucky it kills building lower cost, if youre behind you can try youre luck to make comeback, if unlucky you have lost anyway, if lucky you can maybe win, using it alot will eventually always be bad since it cost more than the mediate price of all buildings prices.
i think the cost to buy instant spawn and timefrezze way too costly, i loocked some of the quirks to each level of income that way you can balance and refleckt where the quirks are usefull and balanced to use at an effordable price, for excample adding instant spawn at low income wouldnt be usefull, but healing units for 5 seconds at 1 income level could be strategic, as a comeback feautere at a low cost, if you push and killing enemy units why heal even its at a low cost like 200 minerals, but if beeing pushed it could be usefull to make comeback, at level 2 income you could make spawn hero and option at low cost also for doin comebacks, etc at level 3 could be wipe out all units on field, ally and enemy units, to restart if enemy gassed too fast to level4 such quirks could be kinda cool, always have in mind that this is tug of wars, making stuff that adds gameplay for goin one and the other way on the robe battle is good, locking the quirks or powerups for each level of gas is good, so its a choice to use at that part of game and try to make it so that higher level income quirks doesnt counter lower income quicks, spawning hero at level2 would be rather bad if wiped out from enemy at level3 so prolly make it opposite that can only wipe out a hero spawned at level3 if youre at level 2 etc.
anyway good ideas you did here i think, i like that you added, less game time.
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
you could be the rat??
The maps I made are tweaked into perfection and maximum strategy added