Future Ideas
A staging area for features and modes that are not in the M0–M24 roadmap but could be implemented post-launch — or pulled into late milestones if they're cheap and synergistic. None of these are committed; this page exists to keep the brainstorm out of the GDD until something graduates into a real plan.
Tier 1 — Likely Year-1 Post-Launch
1. Replay system & spectator mode
Record every match deterministically (server-tick-driven combat makes this cheap). Players rewatch, share, or hand off to coaches.
- Why it works: server-authoritative + deterministic combat round rates means a replay is a sequence of replicated state diffs. No special recording layer needed beyond saving the diff stream.
- Cost: medium. UI surface for replay browser, scrub / fast-forward.
- Synergies: esports, content creators, tutorial mode (replay-as-lesson).
2. Drafting modes (pick / ban)
Pre-match leader-and-army draft phase. Each player picks one and bans one; mirror-matches forbidden. Standard MOBA-style competitive layer.
- Why it works: with 12 leaders × 12 armies, the meta is too wide to balance perfectly. Drafting is a release valve.
- Cost: low — pre-match flow only, no in-match changes.
3. Scenario / puzzle mode
Hand-crafted single-player challenges. "You have these 7 tiles, this leader, and 30 seconds — defeat the incoming wave." Puzzle-like, with star ratings.
- Why it works: single-player content for the audience that won't jump into multiplayer cold. Doubles as a tutorial track.
- Cost: medium — needs a level editor or scenario script format. Reuses the existing match runtime.
4. Daily challenge map
One curated map per day. All players race the same scenario. Leaderboard for time to victory or score.
- Why it works: a daily reason to log in, even for players who aren't in the mood for a 1-hour 12-player FFA.
- Cost: low — curation is the work, the runtime exists.
5. Path templates / supply-chain macros
Players save and reload favorite path-and-rule layouts as templates. Click → drop a saved upgrade-cluster onto a chunk of newly captured territory.
- Why it works: the path-edit UI is the most repetitive interaction in the game; templates are quality-of-life that reward expertise.
- Cost: low–medium — UI surface plus a serialization format for path layouts (which we already need for replays anyway).
Tier 2 — Speculative
6. Co-op / shared-base mode
Two players share a single home base and economy. Half the path budget each, but one team. PvP variant where two co-op pairs fight one another.
- Why it works: brings AxonRush into the "game I play with my partner / friend" space. RTS audience routinely asks for this.
- Cost: medium-high — shared-state ownership semantics need care (who can edit which tiles?).
7. Custom-map editor + Steam Workshop
In-engine map editor that ships with the game. Players design hex layouts, place special tiles, set spawn slots, upload to Workshop.
- Why it works: long tail of community content; matchmaking pool for custom games.
- Cost: high — proper editor UX is a project in itself.
8. Asynchronous / "play-by-mail" mode
Match runs at 1 tick per real-world day. Players issue orders once a day; combat auto-resolves. Months-long campaigns with friends across time zones.
- Why it works: AxonRush's standing-orders model maps well to async play. Most existing strategy games can't do this without rewriting; ours can.
- Cost: medium — server-side scheduler + persistence layer.
9. Mentor / apprentice system
Veteran players opt in as mentors. Newer players can request post-match review with chat-overlay annotations on a replay. Mentors earn cosmetic flair.
- Why it works: strategy games have a steep learning cliff; community coaching softens it without a real tutor.
- Cost: medium — depends on replay system (Tier 1 #1) shipping first.
10. Achievement & statistics export
Standard achievement layer. Plus an opt-in CSV / JSON export of personal match stats for players who want to analyze their own performance.
- Why it works: strategy-game audience is data-loving. Letting them take the data and analyze it themselves is high-trust and low-cost.
- Cost: low.
11. Cross-match leader continuity (rogue-lite tier)
Optional ladder mode where your leader's accumulated XP / unlocks persist across a run of N matches. One loss ends the run. Like FTL for strategy games.
- Why it works: distinct mode that captures the rogue-lite audience without needing a separate game.
- Cost: medium — needs a meta-progression layer that doesn't contaminate ranked.
12. Twitch / streamer integration
Streamer's chat votes on which leader they bring to the next match, or which army compositions to try. Lightweight chat-driven integration.
- Why it works: content-creator-friendly mechanic that doubles as marketing exposure.
- Cost: low — Twitch's extension SDK does the heavy lifting.
Tier 3 — Wild Swings
13. Fantasy-betting / spectator wagering (cosmetic-only)
Spectators of a live ranked match wager cosmetic-only "credits" on outcomes. Pure flavor, no real value, mostly for the social viewing layer.
Cost: medium. Risk: tonal — has to be obviously not gambling.
14. Player-designed AI personalities
Top-tier players can submit AI rule-sets. Other players play against them, rate difficulty. Best community AIs become difficulty options in the menu.
Cost: high. Reward: a content-generating ecosystem.
15. King-of-the-hill / capture-the-flag variants
Alternate win conditions. KOTH: hold the central nexus for N consecutive minutes. CTF: leader carries an objective from enemy base back to your own.
Cost: low–medium per variant. Mostly rule changes on the existing engine.
16. AR / web companion app
Mobile companion that shows your leaderboard standing, unlocks, and lets you build paths offline that import into your next match.
Cost: very high. Realistic: probably not.
How Ideas Graduate
An idea moves out of this page when it has:
- A clear gameplay or business reason that it's worth scope.
- An owner willing to write a one-page mini-spec.
- A milestone slot or post-launch patch window targeted.
Until it graduates, this is the right place for it. The roadmap is for committed work; this is for the maybe-pile.