Plants vs Zombies: Garden Warfare 3

This is unfinished right now there is a lot of writing in this jeez
This is my ideas for how a potential Plants vs Zombies: Garden Warfare 3 could go. I don't have ideas for new characters just now, because there are a LOT, but I will be making changes to them to smooth out the gameplay. There will be ideas for new modes, areas etc though.
== Character Changes ==
=== Peashooter ===
Peashooter's Primary has not been changed, but his abilities have all been tweaked. I feel like as more characters have been introduced and Herbal Assault was added, his abilities have become a bit outdated. Keep in mind that in the first garden warfare, plants were ALWAYS on defence, so everything was aimed around this, except now that Peashooter is an offensive character, changes have been made to make him more suited for this role. He is now a front-line attacker, or a sort of scout.
Chilli Bean Bomb has been updated to be more like imp punt, with a quicker explosion, but less damage. It will set zombies on fire caught in the blast radius, helping peashooter jump into battle with an advantage over the zombies. 
Pea Gatling, I'm unsure how to change right now. Of course, the accuracy would be decreased and the damage falloff increased, just because that ability was slightly busted in the first place. However, I was considering swapping this one out for a different ability, or at least making pea gatling one of the other optional abilities you can have in place. This one would likely be swapped out for a long range attack, like the ZPG, which is good for offence, but on defence people can swap it back to pea gatling.
Hyper now just makes you run faster, since peashooter is more of a scout / front - line character now, and that would help you reach the next objective faster. This can be swapped out for Super Pea Jumpon defence to get you to more strategic locations with pea gatling.
=== Soldier ===
Soldier is basically the exact same, all of his abilities are fine and well suited for most situations.
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=== Acorn ===
Acorn has had quite a few changes, because I like his idea but I think it's a bit unbalanced and... well, a bit weird to be honest. Acorn is now the counterpart to the imp as opposed to the space cadet, who has also been changed up. First off, acorn's size has been increased so he's around the same size as the imp, he was a bit too hard to hit before.
Sap Trap is a lot more like Junkrat's concussion mine, where you can use it to give yourself some vertical movement. If it hits a zombie, it will cover them in sap, slowing them down.
Acorn Dash is pretty much the same.
Invoke oak now works like the Z-Mech. You can only become Oak after a certain amount of time.
Inside of an oak, the abilities are slightly different as well.
Sap Trap will be replaced with an 'Pinecone Drone' ability or something. This is similar to the Space Cadet's rocket ability, but it goes across the ground and is a lot faster. While active, enemies nearby will be revealed to Oak and the Passengers for about 10 - 20 seconds, making this a good scouting ability to see what is ahead and help out oak. 
The Lumber Support ability is less powerful. It can't be used to tank oak through major damage anymore, but instead the Acorn will stop fighting to do a little dance that heals Oak over time.
=== Oak ===
Oak works similar to BFN in some ways, but now is a lot more like the Z-Mech. Once summoned, he is a powerful character, but only lasts for a limited time. He can still have up to 3 acorn passengers though, since I think that is a nice idea, and with Oak only being available every now and again, it encourages the teamwork aspect much more. I liked that you could become Oak at any time, but it was a bit annoying to go up against, and rendered Acorn pretty much useless. It wouldn't be nice if Imp could become Z-Mech at any time. If an Oak dies, so will the acorn, like Z-Mech off GW2. I think the eject feature was a bit broken, Also, if an oak dies, all of the passengers will take some damage, about 25.
Roll for Damage is kind of the same, but it covers much more ground. This is good for clearing off areas, or dealing with smaller targets jumping around you.
Treeject is now the same as Explosive Escape. When activated, the oak will shoot out the acorn, and after a shirt while, explode.
Super Sap Trap is gone. It was a really annoying and busted ability, and I have ideas for a different ability that would encourage the Teamwork aspect. Now, he has a new ability. Let's just call it 'Fired Up' for now, or something like that. Oak will set on fire for a short amount of time, similar to Torchwood's Smoldering Madness, but with far less duration. Oak will shoot explosive projectiles, and all the passengers will get increased damaged, as well as fire damage. This ability will only be available once or twice when using Oak though, so think of it like an 'ultimate ability' for him. It will not be available at first, so this will encourage players to try and stay alive as oak, and not just charge into battle and then Treeject.
=== Imp ===
Basically the exact same, but now, similar to Acorn, he can become a passenger in Z-Mechs and help out the Driving Imp. Please keep in mind these abilities below are for Passenger Imps, not regular Imp.
Inside of the mech, each passenger will get a little drone that flies around the Mech they can shoot out of. It's similar to their usual primary fire, but with less scatter.
Airstrike is a new ability inside of the mech that gives the Imp a Birdseye view of the battlefield. When they fire the ability, it will quickly come flying down and take out any plants it hits, as well as deploying a little satellite that will stay up until they use this ability again. It will reveal plants in the radius, until they leave the area or it is destroyed.
Overdrive is like a counter to the 'Fired Up' ability, except each passenger gets one of these. When activated, for a short while it will boost the Z-Mech's firepower, as well as granting 25 extra health for each imp that activates it. These will both disappear after about 10 or 15 seconds.
=== Z-Mech ===
Of course, Z-Mech is now replacing the space station. It is a powerful tool for the imp that can help storm into enemy lines and yada yada you already know what it does. Now, as you probably read back there, it can hold up to 3 imp passages who can aid the Driver Imp while their Mechs are still waiting to be ready. However, similar to GW2, the imp goes down with the mech once more if it is destroyed, since I think the imp surviving was a bit annoying and unnecessary.
Missle Madness is now the Z-Mech's 'Ultimate' ability, where his primary gets replaced with the missile firing abilities. This will quickly cover lots of area, for major firepower in a short burst. This can cause more damage per second than 'fired up', but lasts for less time. Maybe this can give the Passengers slight aim assist to help them, but I think that might be going a bit overboard.
Explosive Escape works the same as everything else. Woo.
Bionic Bash, since it's kiiinda the Z-Mech's only ability now, has been swapped out for something more 'interesting'. Let's call this Zap Zop or something. (I'm lazy for names.) The imp's mech will put up a finger gun that will shoot a large energy ball that travels in an arc, and will explode on contact, for quick but major damage.
=== Chomper ===
Chomper has been changed up a bit, since his kit has always been a bit... lacking. He has had no range in either of the Garden Warfare games, and even still it's not always useful in BFN. His abilities are a bit outdated too, as he was another character designed for defence only, but hasn't really translated well into Offense. Chomper in this hypothetical GW3 will be a melee class, like Super Brains, but trades Mobility for moving others for him.
For a start, he has his ability to chomp enemies from behind back, but this is less effective than burrow, as this will take longer because he has to kind off toss the zombies into his mouth first. This is to try and stop constant suicide chomps, but if the enemy is on low health the chomping process will be a lot faster. He still has the Slobber Shot ability, except like Super Brainz's beam ability (which is back by the way, the shield was a stupid addition) it isn't super reliable. Just good for finishing off enemies trying to escape.
Spikeweed are gone entirely. They are outdated and were only really useful in his defence days so he could sneak up on unsuspecting zombies. Instead, he now has a "Grapple Goop" ability, which works similar to Road Hog's chain hook. He can pull Zombies towards him who are on rooftops or trying to escape to finish them off. (Zombies always face him when using this though, so he can't pull someone towards him then instantly chomp them. You need to have a plan if you want to pull someone towards you.)
Burrow works the exact same, except minus the wait time from the usual chomp. This one is a lot faster.
Grody Goop can now be powered up by chomping zombies, up to 3 times. At first it's like a weaker goop from usual GW (these all seem to have the word goop in them... how odd.) the second power up will be more like the version from BFN, and the final version will last longer, slow down zombies, damage them etc. However, this is very high risk high reward, as dying will reset this power up meter. This is another method to prevent Suicide Chomps, as to get your most powerful attack, you need to stay alive.
=== Super Brainz  ===
He's basically gone back to how he was in GW2. He was fine, I don't really understand why they changed him.
Turbo Twister will work a lot more like BFN though, dealing lots of damage to nearby plants. This is supposed to be an equivalent to Burrow or the Chomp, as it can deal lots of damage over a short period of time.
=== Kernel Corn ===
I don't know how to change this guy right now, but butter beacon can go. That was stupid. I don't know if butter barrage should come back though, as I want to keep the Area Control for Snap Dragon.
=== 80's Action Hero ===
I don't know what to do for this guy either, but I hear people complain about him a lot. Any ideas would be appreciated!
=== Night Cap ===
Night Cap is similar to BFN, still being the Assassin Class (or infiltrator), but her abilities have been toned down a bit.
Shadow Sneak takes slightly longer to active and you only get one, but it lasts for slightly longer, and gives you a slight speed boost. Nothing much, but enough to escape danger or go behind enemy lines.
Fung Fu is basically the same as it is in BFN currently, but it deals slightly less damage at first and quickly starts to ramp up. 
Casting Shadowsis gone, that was a bit over the top and annoying to deal with. Invisibility for all plants, and completely destroyed controls for zombies in a large radius? Naw. Instead, we'll have an ability more like a counterpart to the Space Cadet's Big Bang beam. I have two ideas.
Either, Shadow Slice where the night cap homes in on an enemy and does a dash attack like Gengi, damaging them and taking out smaller targets like Imps,,
Or Orble.. Florble... I have no idea, uh, ability name here. where the night cap shoots out an orb that temporarily slows down zombies caught in it, like time snare, allowing zombies like Imps to be taken out easier.
=== Space Cadet ===
You might be wondering why I gave Night Cap an ability as a counterpart to Big Bang Beam, and that's because I thought Space Cadet would be a good class for the Zombie Assassin, since she lost her status as the tank... thing. Whenever I played her in BFN, I rarely played her as a defensive class. She's very mobile, has great abilities for taking out targets like Big Bang Beam, and great powerful attacks like Space Slam (it's called gravity smash but that's a way better name) and I decided since she has technology and stuff like that, she could make for a sort of 'Hacker' or something that would work as an Assassin (or infiltrator) theme wise.
Space Slam is the same as in BFN, as it's a great ability for taking out Passenger Acorns, Sunflowers or just about any other plant. 
Big Bang Beam is the same as well as it's phenomenal at taking out those smaller plants.
However, as you probably figured, the space station is gone. Instead, she now has a counterpart to Shadow Sneak, called.. (I'm so lazy with names uuhhhhh) Invisibleinator where after a short delay from activation, turns her invisible for a while as well as a speed boost. Think like Sombra's invisibility ability.
Category:Plants_vs._Zombies
Category:Plants vs. Zombies