My vision for Garden Warfare 3, if it's ever released
This has been something I've worked hard on for several days; an idea that would hopefully be recognised by EA and Popcap. Because of the amount of effort I've put into this, it's only up to the dev team to decide on this.
Because I can't fit it all in one post, it's only right that it gets split into one or two more replies to jam it all in. This is a lengthy topic, and it's something that's been going on in my mind for a while, so be patient.
When you're ready, read on.
Plants vs Zombies Garden Warfare 3
The backstory, after the events of GW2
The battle between the Plants and Zombies for control of Suburbia continued to cause pain for those caught in the line of fire. Local residents escaped with their lives in an attempt to find a safer place to hide from the battle. The eternal struggle for suburbia continued to pound both sides, receiving heavy casualties, with Crazy Dave and Dr. Zomboss having to spread their forces thin.
The real problem came with their overuse of time travel, creating a huge time paradox; this made it difficult for both sides, especially for Dr. Zomboss, who first defied the flow of time by calling his future self, who in tern sent in the formidable Z-Mechs to give the balance of power to the zombies. The plants weren't happy with this, so they were met by the Citrons: future bounty hunters; that came in to counter the Z-Mechs. The battle continued to intensify for many years, until...
A tiny rip in the space-time continuum had caused widespread damage to everything in it's path, including suburbia. In a miracle, however, both sides had moved to safer locations - at the cost of several more casualties - and activated their temporal shields - developed in secret during the battle - saving both sides just before the widespread catastrophe came in. But by doing this, the temporal paradox got larger, causing both sides to blame each other for the catastrophe.
Present Day - Earth Date June 26, 2018
With suburbia being no more than just a damaged, unlivable mess, both sides have moved out, moving to their newly-constructed epic space stations orbiting the planet. All plant and zombie classes have survived the catastrophe, and have enough resources to reproduce their numbers on the field.
The scene changes to the Gnomes, who watched carefully at this catastrophic event, and decided to close the time portals to prevent another catastrophe. This meant the Z-Mechs will no longer be available to the Imps, much to Dr. Zomboss's disgust, but to Crazy Dave's relief. Both plant and zombie leaders knew that if either side were to win, they'll need every ounce of backup needed to win the battle - already stretching further than ever.
During preperation for their ongoing battle, some of the plant classes have received the much-needed upgrades:
1. The Chomper class has now been fitted with mid- to long-range dual blasters than can suppress their enemies from further away, while maintaining their chomp bites or damaging spray.
2. Heavily learning the close- and long-range interchangeable weapons from spying on the pirate class, the Cactus class can now damage enemies with their close-range spike scatter.
Thanks to the Gnomes closing the time portals, Dr. Zomboss is now unable to call in any more Z-Mechs from the future, causing him to rethink his approach to battle for the Imp class. Without the Z-Mechs, the Imps are at a mammoth disadvantage, due to the nature of the Gnomes closing the time portals. They didn't lose out too much, though. They underwent further training that now makes them able to jump even higher with their reworked butt boosters.
Now, with their redirected approach to fighting for what's left of the planet, the battle goes to even greater heights than ever before.
Bigger. Badder. Greater.
This is Plants vs Zombies Garden Warfare 3.
Major Changes/Differences in comparison to GW2
Setting GW3 apart from the other GW games of the past is a complete revamp of how the game can be played. There are fifteen (15) topics to cover for what my vision of GW3 should be. Some are small mentions, while others are very well in-depth that requires more than half-an-hour's worth of reading (and popcorn) to digest. Then there are others which were of a personal concern, such as the unnecessary Always-On restriction, and the inability to pause a solo session that has plagued GW1 and GW2; many of which are talked in the later topics.
Let's begin.
Topic #1 - The Hub
Users can now create their own hub(s), able to customise it's surroundings to that player's desired spec. You can create a hub exclusively for plants, a hub exclusively for zombies, and a hub for both sides to occasionally do battle.
When you start the game for the first time, you are sent to a randomly-created hub for both sides. To create your own hub(s), you must first undertake the new "Training" system, a tutorial designed to tell you how the game works, as well as getting used to the controls. Once you pass the game's new Training system, you'll then be free to create your hub(s).
The plants hub contains a bright, green "Nature" aura in every part of that hub, and areas where plants can interact with each other: whether to do certain side quests, improve their performance with their exclusive plant-themed targets range, or to just kick back and relax; anyone can do it. The plants hub has a brighter, sunnier atmosphere, a place where peace among plants wins all.
The zombies hub contains a dark, purple "lifeless" aura in every part of that hub, and areas where zombies can interact with each other: whether to do certain side quests, improve their performance with the exclusive zombie-themed targets range, or to just kick back and relax; anyone can do it. The zombies hub has a darker, less sunnier atmosphere, a place where all zombie technology wins all.
The battle hub is where the occasional battle or two takes place, also includes a Flag Of Power (first seen in GW2), where the player can see how long they can last against a never-ending set of enemies coming from almost all directions. Both sides of the battle hub contain a plant base, and a zombie base. If you are playing as the plants, you're safe on your side of the hub: no enemies can get into your base the normal way; but if you venture into the zombie base, the zombies will send everything at you, trying to stop you from ruining their base. The zombies function the same way: if you're a zombie, you are safe in the zombies base, but unsafe if you venture into the plants base.
You can create more hubs for different style and customization; it's all up to you.
Topic #2 -The Character Classes - New and Existing Characters
All the character classes will make their return in GW3, with Torchwood and Hover-goat 3000 being assorted into the Tree and Hover-Goat classes respectively.
Plants: Peashooter, Chomper, Sunflower, Cactus, Citron, Rose, Corn, Tree
Zombies: Soldier, Engineer, Scientist, All-star, Pirate, Imp, Superhero, Hover-Goat
About one-third of the characters in the character list come from GW2, the other two-thirds - listed in boldface, and how they function - are brand new. The total amount of characters in GW3 (including the new, special Porsche variants, in later detail) comes to 208 at the start.
Peashooter
Peashooter, Fire Pea, Ice Pea, Toxic Pea, Commando Pea, Plasma Pea, Rock Pea, Electro Pea, Nec'Pea, Sonar Pea, Camo Pea, Vampire Pea
Nec'Pea can charge up his weapon with a single charge; when released, it will Jinx any enemy on the battlefield, doing extra damage.
Tag an opponent with Sonar Pea's primary weapon shots to view them through walls or any other obstacle.
Legendary character Camo Pea has a drastically increased zoom, able to view targets from further away.
Vampire Pea's vampiric nature allows him to gain back lost health by landing critical hits on enemies.
Chomper
Chomper, Fire Chomper, Power Chomper, Count Chompula, Toxic Chomper, Armor Chomper, Yeti Chomper, Plasma Chomper, Commando Chomper, Nec'Chomper, Sonar Chomper, Camo Chomper
Legendary character Plasma Chomper's close-range Plasma Spray and long-range Plasma Blasters can damage enemies, doing additional plasma damage-overtime.
Commando Chomper's close-range chomp bites and long-range Full-Auto Commando Blasters makes him a tricky opponent on the field.
Nec'Chomper's long-range charged up shot can Jinx an enemy target, doing extra damage. His long-range weapon shots can cause a wider blast radius by pressing the fire button again in mid-air.
Tag an opponent with Sonar Chomper's long-range shots to view them through walls or any other obstacle.
Camo Chomper long-range Camo Blasters have a drastically enhanced zoom and critical hit multiplier.
Sunflower
Sunflower, Fire Flower, Power Flower, Metal Petal, Vampire Flower, Arctic Flower, Toxic Flower, Plasma Flower, Commando Flower, Nec'Flower, Sonar Flower, Camo Flower
Legendary character Arctic Flower's shots can slow, and eventually freeze enemies in place.
Toxic Flower can deal toxic damage to enemies just by standing near them.
Plasma Flower can deal plasma damage to enemies overtime.
Commando Flower is a hardened, tougher flower whose Full-Auto Petal Pulse will leave enemies fearing of her presence.
Nec'Flower can Jinx enemies with a charged up shot, doing extra damage.
Tag an opponent with Sonar Flower's primary weapon shots to view them through walls or any other obstacle. Her primary weapon's shots can be detonated in mid-air for a larger explosion, simply by pressing the fire button again.
Camo Flower has a drastically enhanced zoom, able to view enemies from further away.
Cactus
Cactus, Fire Cactus, Ice Cactus, Power Cactus, Camo Cactus, Petrified Cactus, Toxic Cactus, Plasma Cactus, Commando Cactus, Nec'Cactus, Sonar Cactus, Vampire Cactus
Toxic Cactus's short-range Toxic Scatter and long-range Toxic Blast can do toxic dmage overtime. She also produces a toxic aura that can damage enemies by standing near them.
Plasma Cactus's short-range Plasma Scatter and long-range Plasma Shot deals plasma damage to enemies overtime.
Commando Cactus's short range Full-Auto Commando Scatter and long range Full-Auto Commando Shots can leave enemies running for cover.
Nec'Cactus's short range Jinx Scatter and long range charged up Jinx Shot can Jinx an enemy target, doing extra damage.
Legendary character Sonar Cactus's short-range Sonar Scatter and long-range Sonar Blast can make enemies visible through walls or any other obstacle.
Vampire Cactus's vampiric nature allows her to get back lost health from damaging enemies with her short-range Vampiric Scatter and long-range Vampiric Shot.
Citron
Citron, Frozen Citron, Electro Citron, Iron Citron, Toxic Citron, Fire Citron, Plasma Citron, Commando Citron, Nec'Citron, Sonar Citron, Camo Citron, Vampire Citron
Fire Citron's Fire Blaster ignites enemies, dealing fire damage overtime.
Plasma Citron's Plasma Beam can deal plasma damage overtime.
Commando Citron's Full-Auto Commando Blaster will leave enemies ducking for cover.
Nec'Citron's charged up shot can Jinx an enemy target, dealing extra damage.
Sonar Citron's high-impact Sonar Shot allows him to view enemies through walls or any other obstacle.
Camo Citron has a drastically enhanced zoom and critical hit multiplier, and his Camo Shot can penetrate through multiple enemies.
Vampire Citron can get some lost health back by landing critical hits on enemies.
Rose
Rose, Fire Rose, Frost Rose, Nec'Rose, Electro Rose, Toxic Rose, Plasma Rose, Ironclad Rose, Commando Rose, Sonar Rose, Camo Rose, Vampire Rose
Electro Rose's Electro Thistles do electro damage, arcing across multiple enemies.
Toxic Rose is an upgrade of Druid Rose first seen in GW2. She now produces a damaging toxic aura that hits enemies by standing near them.
Plasma Rose's Plasma Thistles deal plasma damage to enemies overtime.
Ironclad Rose's Armor weighs her down, slowing her movement speed, but she has the benefit of much higher health. Her Ironclad Thistles can penetrate through multiple enemies.
Commando Rose's Full-Auto Commando Thistles can chase down enemies, forcing them to run for cover.
Sonar Rose's Sonar Volley allows her to view her enemies through walls or any other obstacle.
Camo Rose has a drastically enhanced zoom, and her Camo Thistles can lock-on to enemies from further away.
Legendary character Vampire Rose's vampiric nature allows her to get back lost health by hitting enemies with her Vampiric Thistles.
Corn
Kernel Corn, BBQ Corn, Commando Corn, Frozen Corn, Electro Corn, Toxic Corn, Plasma Corn, Knight Corn, Nec'Corn, Sonar Corn, Camo Corn, Vampire Corn
Frozen Corn's Dual Ice Busters can slow, and eventually freeze enemies in place.
Electro Corn's Dual Electro Busters deal electro damage, arcing across multiple enemies.
Toxic Corn's Dual Toxic Busters deal toxic damage overtime, while his toxic aura can damage enemies by standing next to them.
Plasma Corn's Dual Plasma Busters deal plasma damage to enemies overtime; his shots can penetrate through multiple enemies.
Knight Corn's Viking-like Armor weighs him down, slowing his movement speed, but his higher health and Dual Knight Busters round it out.
Nec'Corn's charged up shot from his Dual Jinx Busters can Jinx enemies, doing extra damage.
Sonar Corn's Dual Sonar Busters allow him to view his enemies through walls or any other obstacle.
Camo Corn's has a drastically enhanced zoom, allowing his Dual Camo Busters to more accurately hit enemies from further away.
Vampire Corn's vampiric nature allows him to get back lost health by hitting enemies with his Dual Vampiric Busters.
Tree
Torchwood, Fire Stump, Arcticwood, Power Stump, Toxic Stump, Plasma Stump, Armor Stump, Commando-Wood, Nec'Wood, Sonar Stump, Camo-Wood, Uncle Festerwood
Legendary character Fire Stump's powerful close-range Fire Club can smash enemies up close, dealing fire damage-overtime. This causes most enemies to run for their lives!
Arcticwood's Frozen Wood-Chipper can slow, and eventually freeze enemies in place.
Power Stump's powerful close-range Power Club can electrify enemies, arcing from one target to another.
Toxic Stump's powerful close-range Toxic Club causes toxic damage to enemies overtime, and his toxic aura can do toxic damage to enemies just by standing near them.
Plasma Stump's powerful close-range Plasma Club can deal plasma damage to enemies overtime.
Armor Stump's heavy armor weighs him down, slowing his movement speed, but makes up for it with drastically higher health. His Armored Club can do massive damage at close-range, causing enemies to run for cover.
Commando-Wood's Full-Auto Commando Wood-Chipper can penetrate through multiple enemies.
Nec'Wood's charged up shots from his Jinx Wood-Chipper can Jinx enemies, doing extra damage.
Sonar Stump's close-range Sonar Club can tag all enemies, allowing him to view them from behind walls or any other obstacle.
Camo-Wood features a drastically enhanced zoom, allowing his Camo Wood-Chipper to hit enemies more accurately.
Uncle Festerwood is a reference to Uncle Fester from The Addam's Family. His Vampiric Wood-Chipper allows him to regain lost health by hitting enemies.
Soldier
Foot Soldier, Super Commando, Arctic Trooper, Camo Ranger, Centurion, Scuba Soldier, Shock Trooper, Toxic Ranger, Plasma Soldier, Jinx Trooper, Vampire Soldier, Armor Trooper
Shock Trooper's Electro Rifle can deal electro damage, arcing across multiple enemies.
Toxic Ranger's Toxic Rifle deals toxic damage to enemies overtime, while his toxic aura can damage enemies by standing next to them.
Plasma Soldier's Plasma Rifle can deal plasma damage to enemies overtime.
Jinx Trooper's Jinx Rifle can be charged up, firing a shot that can Jinx an enemy target, doing extra damage.
Vampire Soldier's Vampiric Rifle can allow him to regain lost health by landing direct hits on enemies.
Legendary character Armor Trooper's heavy armor weighs him down, slowing his movement speed, but has much higher health to compensate.
Engineer
Engineer, Welder, Electrician, Sanitation Expert, AC Perry, Plasma Worker, Commando Worker, Jinx Worker, Submarine Engineer, Camo Engineer, Vampire Worker, Metal Worker
Plasma Worker's Plasma Blaster can deal plasma damage to enemies overtime.
Commando Worker's Full-Auto Commando Blaster can leave enemies running for cover.
Jinx Worker's Jinx Blaster can leave enemies Jinxed from a charged up shot, doing extra damage.
Tag an opponent with Legendary character Submarine Worker's Sonar Blaster to view them from behind walls or any other obstacle.
Camo Engineer has a drastically enhanced zoom, able to see enemies from further away.
Vampire Worker's vampiric nature allows him to reclaim some of his lost health by landing direct hits on enemies with his trusty Vampiric Blaster.
Metal Worker's armor weighs him down, slowing his movement speed, but compensates this with higher health.
Scientist
Scientist, Dr. Toxic, Physicist, Paleontologist, Arctic Scientist, Plasma Scientist, Commando Scientist, Jinx Scientist, Sonar Scientist, Camo Scientist, Armor Scientist, Vampire Scientist
Legendary character Arctic Scientist's Ice Shotgun does huge damage up close, while it slows, and eventually freezes enemies in place.
Plasma Scientist's Plasma Shotgun does huge damage up close, dealing plasma damage to enemies overtime.
Commando Scientist's Full-Auto Commando Shotgun does huge damage up close.
Jinx Scientist's charged up shotgun can Jinx enemy targets, doing extra damage, especially up close.
Tag an opponent with Sonar Scientist's torpedos fired from his Sonar Shotgun to view them through walls or any other obstacle.
Camo Scientist has a drastically enhanced zoom, his long-range Camo Shotgun never has any damage falloff, but has a slower firing rate. Time your shots!
Armor Scientist has more health, but his armor slows him down. His Armored Shotgun still does huge damage up close.
Vampire Scientist's vampiric nature allows him to regain lost health by landing direct hits on enemies with his Vampire Shotgun.
All-Star
All-star, Cricket Star, Goalie Star, Power Star, Toxic Star, Plasma Star, Commando Star, Nec'Star, Sonar Star, Camo Star, Iron Star, Vampire Star
Legendary character Power Star's Electro Cannon does electro damage, arcing across multiple enemies.
Toxic Star's Toxic Cannon can deal toxic damage to enemies overtime, and his toxic aura can do toxic damage to enemies by walking near them.
Plasma Star's Plasma Cannon deals plasma damage to enemies overtime.
Commando Star's Full-Auto Commando Cannon will leave any enemy challenger down for the count.
Nec'Star's charged up Jinx Cannon can Jinx enemies, doing extra damage.
Tag an opponent with Sonar Star's Sonar Cannon to view them through walls or any other obstacle.
Camo Star has a drastically enhanced zoom, able to hit enemies from further away.
Iron Star's Iron armor weighs him down, slowing his movement speed, but his strength and higher health counter this.
Vampire Star's vampiric background allows him to reclaim lost health by landing direct hits on enemies.
Pirate
Captain Deadbeard, Captain Flameface, Captain Squawk, Captain Antarctica, Captain Electro-Man, Captain Plasma-Man, Captain Commando, Captain Jinxman, Captain Sonar-Man, Captain Camouflage, Captain Ironclad, Captain Frankenstein
Captain Antarctica's short-range Ice Blast and long-range Ice Shot can slow, and eventually freeze enemies in place.
Captain Electro-Man's short-range Electro Scatter and long-range Electro Shot does electro damage, arcing across multiple enemies.
Captain Plasma-Man's short-range plasma spray and long-range plasma shot can do plasma damage to enemies overtime.
Captain Commando's short-range Full-Auto Commando Scatter and long-range Full-Auto Commando Shot can make enemies run for cover.
Captain Jinxman's short-range Jinx Scatter suppresses enemies up close, and his long-range charged up Jinx Shot can Jinx enemies, doing extra damage.
If you tag an opponent with Captain Sonar-Man's long-range Sonar Shot, you can view them through walls or any other obstacle.
Legendary character Captain Camouflage's short-range Camo Scatter can suppress enemies up close, and his long-range Camo Shot does double damage on critical hits. The long-range weapon features a drastically enhanced zoom for better accuracy.
Captain Ironclad's spiked armor slows his movement speed, but has higher health to compensate. His short-range weapon fires an Ironclad Scatter, and his long-range weapons fires an Ironclad Shot that can be detonated in mid-air for an extra-large explosion by pressing the fire button again.
Captain Frankenstein's vampiric nature allows him to gain back lost health by landing directs with his short-range Vampric Scatter and long-range Vampiric Shot.
Imp
Imp, Lil' Drake, Frost Imp, Electro Imp, Toxic Imp, Plasma Imp, Commando Imp, Nec'Imp, Sonar Imp, Camo Imp, Metal Imp, Vampire Tyke
Frost Imp's single shot Dual Ice blasters can slow, and eventually freeze enemies in place. His shots can be detonated in mid-air for an extra-large Icy explosion, by pressing the fire button again.
Electro Imp's Dual Electro Blasters does electro damage, arcing across multiple enemies.
Toxic Imp's Dual Toxic Phasers can deal toxic damage to enemies overtime, and his toxic aura can do toxic damage to enemies by standing near them.
Plasma Imp's Dual Plasma Blasters can do plasma damage to enemies overtime.
Commando Imp's Full-Auto Dual Commando Blasters can suppress your enemies, commando-style.
Nec'Imp's charged up shot from his Dual Jinx Blasters can Jinx enemies, doing extra damage.
Sonar Imp's Dual Sonar Phasers can track your tagged enemies from behind walls or any other obstacle.
Camo Imp has a drastically enhanced zoom, making him able to more accurately hit enemies from further away.
Metal Imp's metallic armor slows down his movement speed, but he has higher health to compensate.
Legendary character Vampire Tyke's vampiric nature allows him to regain some of his lost health by using his Dual Vampiric Blasters to do direct damage to enemies.
Superhero
Super Brainz, Electro Brainz, Toxic Brainz, Fire Brainz, Frozen Brainz, Plasma Brainz, Commando Brainz, Nec'Brainz, Sonar Brainz, Camo Brainz, Knight Brainz, Vampire Brainz
Fire Brainz's close-range Fire Fists and long-range Fire Beam ignites enemies, dealing fire damage overtime.
Frozen Brainz's close-range Frozen Fists and long-range Frozen Beam can slow, and eventually freeze enemies in place.
Plasma Brainz's close-range Plasma Fists and long-range Plasma Beam can deal plasma damage to enemies overtime.
Commando Brainz's close-range Full-Auto Commando Fists and long-range Full-Auto Commando Beam will leave enemies in the dust.
Nec'Brainz's close-range Jinx Fists can suppress enemies, and his long-range Jinx Beam can be charged up to release a damaging projectile that can Jinx enemies, doing extra damage.
Tag an opponent with Sonar Brainz's long-range Sonar Beam to view them through walls or any other obstacle.
Camo Brainz's long-range Camo Beam has a drastically enhanced zoom, improving accuracy at faraway distances.
Knight Brainz's Midevil armor weighs him down, slowing his movement speed, but compensates this by having higher health.
Vampire Brainz's vampiric nature allows him to gain back lost health by landing direct hits at enemies with his short-range Vampiric Fists and long-range Vampiric Beam.
Hover-Goat
Hover-Goat 3000, Fire Goat, Arctic Goat, Electro Goat, Toxic Goat, Plasma Goat, Commando Goat, Nec'Goat, Sonar Goat, Camo Goat, Armor Goat, Vampire Goat
Legendary character Fire Goat's Radical Firegun ignites enemies, dealing fire damage overtime.
Arctic Goat's Radical Icegun can slow, and eventually freeze enemies in place.
Electro Goat's Radical Electrogun deals electro damage, arcing across multiple enemies.
Toxic Goat's Radical Toxicgun can deal toxic gamage to enemies overtime, and his toxic aura can do toxic damage to enemies that stand too close.
Plasma Goat's Radical Plasmagun deals plasma damage to enemies overtime.
Commando Goat's supremely damaging Full-Auto Radical Commandogun can penetrate through multiple enemies.
Nec'Goat's Radical Jinxgun can be charged up to release a projectile that can Jinx enemies, doing extra damage.
Tag an opponent with Sonar Goat's shots fired from his Radical Sonargun to view them through walls or any other obstacle.
Camo Goat features a drastically enhanced zoom, with no damage falloff for his Radical Camogun.
Armor Goat's Futuristic Armor weighs him down, slowing his movement speed, but has higher health to compensate.
Vampire Goat's vampiric nature allows him to gain back lost health by landing directs hits at enemies with this Radical Vampiregun.
Continued in part two...