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SonicMaster92's avatar
9 years ago

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...

5 Replies

  • Continued from part one

     

    Topic #3 - Changes and mentions for the elemental characters listed

     

    Fire Characters ignite enemies, dealing fire damage-overtime.

    Ice/Frozen Characters can slow, and eventually freeze enemies in place.

    Toxic Characters primary weapons can deal toxic damage-overtime. All Toxic Characters produce Toxic Aura that can also damage enemies.

    Electro/Power Characters can cause electrifying damage, arcing across multiple enemies.

    Jinx type Characters are only able to Jinx their enemies with a charged-up shot. (Enemy targets take more damage when jinxed by a charged-up shot)

    Sonar Characters can view their enemies from behind walls or any other obstacle. (The enemy target still needs to be tagged by the primary weapon of any Sonar character)

    Plasma Characters can cause extra damage-overtime thanks to the reworked Plasma damage. Enemies hit by any Plasma Character's primary weapon will be left with plasma particles stuck to them for only a few seconds; in that time, they'll take more damage.

    Commando Characters are automatic-based characters whose primary weapons always rapid-fire.

    Camo Characters always have a drastically increased zoom, able to view enemies from further away.

    Armor Characters have less movement speed, but have much higher health to compensate.

    Vampire Characters can regain their health by doing direct damage to enemies; the damage done is converted back to useful health. Because of their Vampiric Nature, they have less health versus all other characters. (Count Chompula can regain some of his health by swallowing enemies)

    Some characters in the game can detonate their shots in mid-air, simply by pressing the fire button in mid-air.

    Some character's weapons can penetrate multiple enemies.

    Legendary characters always have a Legendary Meter that can be engaged by defeating a certain number of enemies.

    Topic #4 - Changes and mentions for the classes listed

     

    The Peashooter class will remain largely the same as in previous Garden Warfare installments, with some exceptions:

    1. Plasma Pea's weapon charge-up ability has been dropped.

    2. Law Pea and Agent Pea are absent in GW3.

    Camo Pea is the Legendary character of the class; he has an even further zoom, more movement speed and does more damage in his Camouflage Mode.

    The Chomper class will get a major upgrade that will make them finally able to defeat enemies at mid- to long-range thank to blaster weapons only used when zooming in.

    Yeti Chomper's Arctic Belch has been replaced with an icy spray.

    Hot Rod Chomper, Chomp Thing, Disco Chomper and the "GW1 Rank 313 Exclusive" Unicorn Chomper are absent in GW3.

    Plasma Chomper is the Legendary character of the class; he does more plasmic damage and moves faster in his Plasma Overload.

    The Sunflower class will remain largely the same as in previous installments, but Shadow Flower, Mystic Flower, Sun Pharaoh, Alien Flower and Stuffy Flower are absent in GW3.

    Arctic Flower is the Legendary character of the class; her freeze effect is two times more effective, she has faster movement speed and does more damage in her Arctic Mode.

    The Cactus class will get an upgrade that'll finally make them able to defeat enemies up close thank to their new close-range weapons. For example, the standard Cactus will shoot out a Spike Scatter, the Camo Cactus will shoot out a slow-firing, but mighty powerful Camo Scatter, Petrified Cactus will shoot out a Egg Scatter etc., all while maintaining their long-range weapons when zoomed. Many Cacti's close-range shots will use up twice the ammunition.

    Future Cactus, Bandit Cactus, Zen Cactus and Jade Cactus are absent in GW3.

    Sonar Cactus is the Legendary character for the class; she causes a larger sonar blast radius that hits all affected enemies (in turn, can see those affected enemies from behind walls or any other obstacle), has more movement speed, and does more damage in her Extra Sonar Mode.

    The Citron class will remain largely the same as in GW2, but Party Citron is absent in GW3.

    Iron Citron will remain as the Legendary character for the class; he has five times more ammunition, and moves faster in his Iron Mode.

    The Rose class will remain largely the same as in GW2, with a few exceptions:

    1. Druid Rose - as seen in GW2 - has spent some much needed time in redoing her approach to damaging enemies, resulting in her ability to now produce toxic aura. This warrants a namechange from Druid Rose to Toxic Rose.

    2. Fire Rose and Frost Rose will lose their primary weapon charge-up abilities respectively.

    3. Party Rose is absent in GW3.

    Vampire Rose is the Legendary character for the class; she moves faster, and she is able to get back two times more health from landing direct hits at enemies during her Vampiric Mode.

    The Corn class will remain largely the same as in GW2, but Mob Cob, Pops Corn and Party Corn are absent in GW3.

    Commando Corn will remain as the Legendary character for the class; his primary weapon ammunition has a two and a half times increase, and moves faster when going Full Commando.

    The new Tree class will be boasted by Torchwood's experience found in GW2.

    Melee Tree characters can do huge damage up close with their powerful clubs as their primary weapon.

    Ranged Tree characters can suppress enemy targets from a distance with their Wood-Chipper as their primary weapon.

    Fire Stump is the Legendary character for the class; he is able to cause wider damage from his Fire-Club, he moves faster, and his fire damage-overtime is greater in his superheated Fire Overload.

    The Soldier class will remain largely the same as in previous installments, but Tank Commander, General Supremo, Sky Trooper and Park Ranger are absent in GW3.

    Armor Trooper is the Legendary character for the class; he can do more damage and move faster in his Armor Mode.

    The Engineer class will get an upgrade that'll make their weapons reach one and a half to two times further than before, applied to most engineer variants.

    Mechanic, Painter, Plumber, Landscaper and Roadie Z are absent in GW3.

    The Submarine Engineer is the Legendary character for the class; his weapon's projectiles have a larger blast radius that hits all enemies (in turn, can see those affected enemies from behind walls or any other obstacle), has more movement speed, and does more damage in his Submarine Sonar Mode.

    The Scientist class will remain largely the same as in previous installments, but Marine Biologist, Astronaut, Chemist, Archaeologist, Zoologist and Computer Scientist are absent in GW3.

    The Arctic Scientist is the Legendary character for the class; his primary weapon can freeze enemies two times faster, can do more damage, and move faster in his Arctic Mode.

    The All-Star class will remain largely the same as in previous installments, but Baseball Star, Hockey Star, Rugby Star, Wrestling Star, Golf Star, Moto-X Star and Tennis Star are absent in GW3.

    The Power Star is the Legendary character for the class; his primary weapon arc shots can reach further away from the targeted enemy, he does more damage, and moves faster in his Electro Mode.

    The Pirate class will remain largely the same as in GW2, but Captain Cannon, Captain Sharkbite and Captain Partyman are absent in GW3.

    Captain Camouflage is the Legendary character for the class; he has a drastically increased zoom, does more damage, fires more accurately, and moves faster in his Camouflage Mode.

    The Imp class will lose the ability to call in a Z-Mech, as the damage caused to suburbia due to the tiny rip of the space-time continuum meant the Gnomes have closed the time portals. The ability to call in a Z-Mech is instead replaced with the Acrobatic High Jump ability, enabling the Imps to jump higher with each repeated press of the jump button, up to five times.

    Pylon Imp, S.H.R.Imp, "GW2 Deluxe Edition/Pre-Order Exclusive" Grass Effect Z7 Imp, Party Imp and Scallywag Imp are absent in GW3.

    Vampire Tyke is the Legendary character for the class; he moves faster, and he is able to get back two times more health from landing direct hits at enemies during his Vampire Mode.

    The Superhero class will remain largely the same as in GW2, but Cozmic Brainz, Party Brainz and Breakfast Brainz are absent in GW3.

    Toxic Brainz will remain as the Legendary character for the class; he does three times more damage, and moves faster in his rather short-durable Toxic Overload.

    The new Hover-Goat class will be bolstered from Hover-Goat 3000's experience from GW2.

    The Fire Goat is the Legendary character for the class, his heated shots deal more fire damage-overtime, and he moves faster in his Fire Mode.

    Topic #5 - The Graphics

     

    The graphics will get an upgrade that'll give players more choice on how they like to play in different areas of the game.

    The Daytime-Nighttime transistion will be introduced in more finer, realistic detail. The time of day can be adjusted, as well as how fast time passes, to a maximum of 60 times faster than real-time, echoing the recent Gran Turismo Racing series entries - a first for the Plants vs Zombies series - in addition to the cartoony-like graphics first seen in GW1 and GW2. The weather system will also be employed: rain, thunder, lightning, snow, wind etc., each having an individual effect on both sides. The character classes will receive minor graphical upgrades to better reflect this new change.

    Topic #6 - The Rank-up System

     

    The rank-up system has been changed, no longer focused on individual character rank ups, and instead goes back to individual class rank-ups to reduce the monotony. You no longer have to level up an individual character like you would in GW2; only the individual classes in GW3 can be leveled up. Players will start at rank zero, but can increase their rank by leveling up classes. Each Class starts at Unranked (or zero), but if you gain enough XP for that class, the class will level up to a new rank. Each class rank can be increased, up to 25 times. Since there is 16 plant and zombie classes in GW2, the highest rank in the game is 400.

    There's no online ranking system in GW3's online mode, with less emphasis on exclusives.

    Topic #7 - Character performance balancing system - Very In-Depth

     

    The character performance system has been completely changed to better reflect the offline and online aspects of GW3. Instead of individual Character Upgrades in GW2, GW3 will introduce a performance slider feature, similar to the one used in 2005's Need For Speed: Most Wanted, but with a twist involved.

    You can adjust the performance of an individual plant or zombie in these areas:

    Health Regeneration Delay, Health Regeneration, Zoom, Speed, Reload/Overheat penalty, Ammunition/Overheat, Damage/Elemental Damage and Character Health are the most common areas that can be adjusted to one's desired spec.

    Three different meters are displayed in the performance slider feature: "Balanced", "Underbalanced" and "Overbalanced". Any one of the Balance meters can light up by doing the following:

    1. If the balance settings are adjusted too much to the right, the "Overpowered" meter will flash, asking you to readjust the other areas to a lower setting to balance it.

    2. If the balance settings are adjusted too much to the left, the "Underpowered" meter will flash, asking you to readjust the other areas to a higher setting to balance it.

    3. If the balance settings are adjusted in the middle, the "Balanced" meter will light up, telling you that the settings are now balanced out properly. You can only continue to play that character once the "Balanced" meter is lit up.

    Moving the slider to the left reduces the effectiveness of that ability, while moving it to the right will increase the effectiveness of that ability. The effect of these abilities can be reduced down to 40% less effective for lowest setting, and up to 40% more effective for highest setting. Here's how it affects the various abilities:

    Health Regeneration Delay: moving the slider to the left will increase the delay, while moving it to the right will decrease the delay.

    Zoom: moving the slider to the left will reduce the zoom magnification, while moving it to the right will increase the zoom magnification.

    Health Regeneration: moving the slider to the left will slow down health regeneration, while moving it to the right will speed up health regeneration.

    Speed: moving the slider to the left will slow down a character's movement speed, while moving it to the left will speed up a character's movement speed.

    Reload or Overheat Penalty: moving the slider to the left will increase weapon Reload time / Overheat Penalty is longer, while moving it to the right will reduce weapon reload time / Overheat Penalty is quicker.

    Ammunition or Overheat: moving the slider to the left will reduce weapon ammunition / Overheat happens much quicker, while moving it to the right will increase weapon ammunition / Overheat happens much later.

    Damage: moving the slider to the left will reduce primary weapon's projectile Damage done to enemies, while moving it to the right will improve primary weapon's projectile Damage.

    Character Health: moving the slider to the left will reduce a character's total health, while moving it to the right will increase a character's total health.

    There are other areas of concern that also has a place on the performance balance meter, such as elemental damage, class-specific specialties etc.

    Peashooter class - Splash Damage Radius: moving the slider to the left will reduce the size of the primary weapon's splash damage radius, while moving it to the right will increase the size of the primary weapon's splash damage radius.

    Chomper class - Digestion Time: moving the slider to the left will increase the time for a chomper to digest an enemy, while moving it to the right will reduce the time for a chomper to digest an enemy.

    Sunflower class - Primary Weapon Firing Speed: moving the slider to the left will reduce the primary weapon's firing speed, while moving it to the right will increase the primary weapon's firing speed.

    Cactus class - Long-Range Weapon's Accuracy: moving the slider to the left will reduce the accuracy of the long-range weapon, while moving it to the right will increase the accuracy of the long-range weapon.

    Citron class - Citron Ball Form Movement Speed: moving the slider to the left will reduce the ball form's movement speed, while moving it to the right will increase the ball form's movement speed.

    Rose class - Primary Weapon Homing Ability: moving the slider to the left will reduce the speed of the primary weapon's ability to home in on moving enemies, while moving it to the right will increase the speed of the primary weapon's ability to home in on moving enemies.

    Corn class - Primary Weapon Firing Speed: moving the slider to the left will reduce the primary weapon's firing speed, while moving it to the right will increase the primary weapon's firing speed.

    Tree class - Two parts for this class

    a. Ranged Tree's Primary Weapon Firing Accuracy: moving the slider to the left will decrease the primary weapon's accuracy when continually firing, even while moving around, while moving it to the right will increase the primary weapon's accuracy when continually firing, even while moving around.

    b. Melee Tree's Primary Weapon Damage Radius: moving the slider to the left will reduce the size of the primary weapon's damage radius, while moving it to the right will increase the primary weapon's damage radius.

    Soldier class - Primary Weapon Firing Speed: moving the slider to the left will decrease the primary weapon's firing speed, while moving it to the right will increase the primary weapon's firing speed.

    Engineer class - Splash Damage Radius: moving the slider to the left will reduce the size of the primary weapon's splash damage radius, while moving it to the right will increase the size of the primary weapon's splash damage radius.

    Scientist class - Primary Weapon Close-Range Spread Damage: moving the slider to the left will reduce the spread of the primary weapon's damage at close range, while moving it to the right will increase the spread of the primary weapon's damage at close range.

    All-Star class - Primary Weapon Firing Speed: moving the slider to the left will decrease the primary weapon's firing speed, while moving it to the right will increase the primary weapon's firing speed.

    Pirate class - Long-Range Weapon's Accuracy: moving the slider to the left will reduce the accuracy of the long-range weapon, while moving it to the right will increase the accuracy of the long-range weapon.

    Imp class - Primary Weapon Reticle Bloom: moving the slider to the left will increase the size of the reticle bloom while firing, while moving it to the right will decrease the size of the reticle bloom while firing.

    Superhero class - Superhero Jump Height: moving the slider to the left will reduce the maximum height of a superhero jump, while moving it to the right will increase the maximum height of a superhero jump.

    Hover-Goat class - Hovering Hangtime: moving the slider to the left will reduce the hangtime while hovering, while moving it to the right will increase the hangtime while hovering.

    Elemental Damage: varies depending on the type of elemental weapon

    1a. Primary Fire Damage: moving the slider to the left will reduce primary fire damage-overtime, while moving it to the right will increase primary fire damage-overtime.

    1b. Fire Damage Ticks: moving the slider to the left will reduce the amount of fire damage ticks overtime, while moving it to the right will increase the amount of fire damage ticks overtime.

    2. Ice Damage: moving the slider to the left will reduce the speed of the freeze effect, while moving it to the right will increase the speed of the freeze effect.

    3. Electro Damage: moving the slider to the left will reduce the arc spread of electro damage, while moving it to the right will increase the arc spread of electro damage.

    4a. Primary Toxic Damage: moving the slider to the left will reduce primary toxic damage-overtime, while moving it to the right will increase primary toxic damage-overtime.

    4b. Toxic Damage Ticks: moving the slider to the left will reduce the amount of toxic damage ticks overtime, while moving it to the right will increase the amount of toxic damage ticks overtime.

    4c. Toxic Aura Primary Damage: moving the slider to the left will reduce the toxic aura's primary damage, while moving it to the right will increase the toxic aura's primary damage.

    4d. Toxic Aura Damage Radius: moving the slider to the left will reduce the damage radius of toxic aura, while moving it to the right will increase the damage radius of toxic aura.

    5a. Primary Plasma Damage: moving the slider to the left will reduce primary plasma damage-overtime, while moving it to the right will increase primary plasma damage-overtime.

    5b. Plasma Damage Ticks: moving the slider to the left will reduce the amount of plasma damage ticks overtime, while moving it to the right will increase the amount of plasma damage ticks overtime.

    6. Jinx Effect: moving the slider to the left will reduce the effectiveness of Jinx, while moving it to the right will increase the effectiveness of Jinx.

    7. Sonar Effect: moving the slider to the left will reduce the duration of the sonar effect, while moving it to the right will increase the duration of the sonar effect.

    8. Vampire Damage-to-Health Conversion: moving the slider to the left will reduce the amount of lost health gained back from hitting enemies, while moving it to the right will increase the amount of lost health gained back from hitting enemies.

    Penetration Ability: moving the slider to the left will reduce the number of enemies hit in a straight line through penetration, while moving it to the right will increase the number of enemies hit in a straight line through penetration.

    Super Meter Ability (for Legendary characters only): moving the slider to the left will increase the required amount of enemies to defeat before entering a character's Legendary Mode, while moving it to the right will reduce the required amount of enemies to defeat before entering a character's Legendary Mode.

    When you start the game, the character performance meter is locked until you reach rank 5 for an individual class. For evey fifth rank up for the class, the allowed adjustment area for the slider meter will be wider, allowing for more room to work with.

    In online gaming, the slider meter will be more restrictive for character balancing. You'll have to get used to the more restrictive settings when playing in any online session of GW3.

    Topic #8 - Controls - reworked for certain characters

     

    The original controls from GW1 and GW2 will carry over to GW3, but will be upgraded to do the following:

    1. The ability to switch between automatic, and manual firing for most characters can be done by pressing the left stick down on a controller e.g. PlayStation 4 DualShock 4 Controller, XBox One Controller etc.

    2. For characters whose weapons can be detonated in mid-air, the ability to switch between the "Automatic Fire", or "Manual Fire With Detonation" modes can be done by pressing the right stick down on the controller.

    3. For characters with short- and long-range weaopns, the ability to switch between either one without having to zoom in, can be done by pressing both the left and right sticks down simultaneously.

    Topic #9 - The Garden/Graveyard Ops Levels - Level Creation - Turf Takeover - Exploration Mode - Other Modes

     

    Garden Warfare 3 will be the first in the series to allow levels to be created by the player, using an in-built Level Editor. You can select where to put one of three locations of the gardens/graveyards in that level, and also spawn locations for enemies to come from, as well as garden/graveyard defenses. Obstacles that can impede progress of either side will be used as well. 12 new locations by EA and Popcap will be introduced, and also includes all the original locations seen in GW1 (8 locations) and GW2 (10 locations), taking the list up to 30.

    A new type of ops mode for both sides will also be introduced, building upon the standard Op Mode: "Multi-Ops Mode", where more plants/zombies are sworn in to assist in the session. Your side will now have up to 8 friendly characters, while the minimum amount required to start the session will be fixed at 5.

    The very popular Turf Takeover mode will carry over from GW2, with 11 new maps by EA and Popcap: 7 for the plants, and 4 for the zombies. To balance this, the older Turf Takeover maps from GW1 and GW2 will be added to the list, for a total of 20 (10 for the plants, 10 for the zombies).

    The new Exploration Mode for GW3 allows you to explore any level in the game without doing an assignment or objective. Perfect for seeing what each level (especially the turf takeover levels) looks like.

    Most of the other modes from GW2 will return, like the classic Team Vanquish, the strategic Vanquish Confirmed, the weird and explosive Gnome Bomb, and the defensive-heavy Suburbination.

    Topic #10 - Online Community Challenges - More Secrets

     

    The Community Challenges will carry over to GW3, with a new extra challenge for individual players to beat. Not only will there be global targets for the online community to beat, it also include a solo challenge where, if you manage to beat it, you'll get a very special reward for doing so. The Community Challenges will happen once every month.

    Following in the tradition of GW2 having many secrets, GW3's brand-new levels will continue to mystify gamers with more hidden secrets; they'll need a very sharp eye and lots of patience if they want to uncover the secrets found within GW3.

    Topic #11 - Player Loyalty Rewards/Character Transfer

     

    Players who worked well in GW2 will be rewarded depending on their rank plate. *You must sign in to the EA servers to be eligible for the loyalty rewards.

    Rank Plate 1+ - Reinforcements Pack - Contains 5 consumable items

    Rank Plate 5+ - Supreme Pack - Contains 10 customization and consumable items, with the best chance of a super rare character piece.

    Rank Plate 10+ - Ultimate Character Pack - Instantly guarantees a new character

    Rank Plate 25+ - Century Pack - Contains 10 super rare customizations items

    Rank Plate 50+ - To commemorate the end of the EA-Porsche exclusitivity deal, the Porsche variants of every class is awarded in this pack

    Porsche Pea, Porsche Chomper, Porsche Flower, Porsche Cactus, Porsche Citron, Porsche Rose, Porsche Corn, Porschewood, Porsche Soldier, Porsche Engineer, Porsche Scientist, Porsche Star, Captain Porscheman, Porsche Imp, Porsche Brainz, Porsche Goat

    They'll also be able to transfer most eligible characters and abilities from GW2 into GW3. Characters that are absent in GW3 but are present in GW2 will not be transferred.

    Topic #12 - Item Customization System

     

    GW3 will carry on with the same theme as seen in GW1 and GW2, but with a much better organization of how customization items are shown. Instead of cluttering up the item selection menu with items and their different versions (silver, gold, diamond, gem), the items will instead be shown with boxes on the item's image, indicating more versions of that specific item. Therefore, there's less time looking for that particular item, no matter what version it is, so you can get into the action quicker.

    The Sticker Book also gets a refreshed look as well.

    Topic #13 - Options Menu, and the much-needed Pause button for Solo Play

     

    The various parts of the game can be configued in the newly-reorganised options menu where, for the first time in the GW series, you can pause the game while in solo play. Perfect for when you're suddenly called away to do one or two lengthy house jobs. Very important in my honest opinion! Who doesn't like being called away to do a house job of anything similar, when you can't pause the game as seen in GW1 and GW2? I have that same feeling.

    Controller Vibration can be turned on or off

    Look andAim sensitivity can adjusted between 0 and 100 respectively

    Look/Aim vertical angle can be changed between normal and reversed

    Look/Aim horizontal angle can be changed between normal and reversed

    Aim/Fire buttons can be changed between standard and classic configurations

    Music and sound can be adjusted between 0 and 100 respectively

    Speaker type can be changed between Mono, Stereo, and other high-end configurations

    User Agreement can be viewed for online gaming

    Terms of Service/User agreement can be viewed

    Instructional Manual can be viewed

    Topic #14 - Online Gaming in GW3

     

    Online gaming will carry over from GW2, applying to most modes in GW3. Unlike GW1 and GW2 where you're required to have an online account and a constant internet connection to play in those games, GW3 will be exempt from the Always-On requirement, making it the first Plants vz Zombies GW game to be finally playable without the need of such a requirement. Replay value for GW3 will therefore be much higher, making it suitable for the poor, and for families who can't afford the internet or the monthly internet bills.

    Topic #15 - Managing our Local Saved Data

     

    Because GW3 doesn't require an online account or a constant internet connection to play the game, the possibility of creating, saving, and deleting saved data will also be used, giving players around the world more choice on how they want to play. Who hates not being able to manage our saved data in GW1 and GW2 on our own? I have that very same feeling myself.

    All saved data in GW3 will be saved locally, in our console's HDD. No online servers can take that away, right?

    My Last Thoughts

     

    Personally, as a veteran gamer of the GW series, I would really hate to see GW3 be slapped with the Always-On restriction, as it had with GW1 and GW2. I really don't want GW3 to be left unplayable when it's online servers are shut down for good. To make GW3 the best game ever in the Plants vz Zombies universe, almost everything I've mentioned in the OP must be accepted by EA and Popcap as the best method possible, not only to attract the core gamers that play the game everyday, but gamers of all other ages that play on an occasional basis, whether or not they have an online account to sign in to the online servers. I prey for EA and Popcap to make this not just the best game ever in the series, but very possibly the best game ever in the current generation of videogames. It will benefit not just EA and Popcap, but everyone else in the world.

    I hope it happens one day. Fingers crossed.

  • Anonymous's avatar
    Anonymous
    9 years ago

    what about party pea, party cactus and party flower party chopper for plants 

    and party scientist, party footsoldier and party all star along with party engineer for zombie?

  • Thorgonator's avatar
    Thorgonator
    9 years ago

    Strong disagree. Especially on the chompers. Long range chompers that still had access to their current bite attacks? Even if you removed the ability to swallow zombies, they'd be broken as hell. Also, I don't agree with removing any of the character classes. NOT A SINGLE ONE. The only time I didn't mind was when the cheetos/aquafina product placement characters were removed from the first game. I also don't agree with giving every class a character of every element. It forces people to switch up more often when they don't have every available option in their current class of choice. And the imp being more mobile would be absurd. The mech isn't that big of a threat, I'm more wary of imps that are outside of their mechs. I don't fancy giving them more mobility, or giving them a third ability to replace the absence of mechs. The game has flaws, yes, and it needs to change things up a bit, but if the character balance was wiped out as thoroughly as you're suggesting, I'd throw in the towel.

  • First off, Chompers are at a heavy disadvantage because they only work on close range only; giving them mid- to long-range weapons will solve this issue. If you don't give the Chomper class what they need strongly, you're not helping them at all.

    Second, I did not say anything about removing any character classes for GW3; Torchwood and Hover-Goat 3000 are being assigned to the Tree and Hover-Goat classes respectively.

    Third, creating elemental characters for every class in GW3 gives people more choice on how they like to play the game. For example, you could do an Ops session with either all fire characters, all ice characters, all electro characters, all toxic characters, all plasma characters etc.

    Fourth, the Imps' lack of Z-Mechs for GW3 puts them at a disadvantage, so the acrobatic ability for the imps will solve that. The Gravity Grenade still needs to be readjusted depending on which part of the game it's used in.

    And Fifth, my character balancing solution is not going to destroy the whole balance of the game; I've already talked about how it will be used.

    I'm standing by what I said in the original 2-part post.

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