Well, a lot of these are obvious, oh well:
- Modifying Mining beacons, and weither they are dynamic (changing from each time you play the mission) or static (Remains what they are permanently, a 3-Bar Common beacon will be a 3-bar common beacon no matter what you do).
- Modifying Colony Starting resources, population, food, common and rare ore.
- Modifying Contents of all vehicles, I think that not only Common/Rare ore AND Metals and Common and Rare Rubble should be an option, but wierd stuff should be avalible too, like Wreakage, Gene Bank, etc. Along with Convecs and Evacuation transports.
- Modifying Contents of Structures, this should be possible since the structure fac in Last one Standing starts with 6 kits.
- Modifying Allegiances (This is initially for colony games, right?), You can basically 'Ally' and 'Remove alliances' between factions.
- Modifying Disasters. Especially Volcanic lava flows, and when they start to appear/erupt and where they are more likely to occur.
- I beleive some sort of basic system should allow one to put basic mission conditions. Example, if your objective is to defend the Gene Bank, it does not matter weither the Gene Bank is snuggled away in a Truck or in some building somewhere, it consistantly checks if that it simply exists in the map somewhere, if the 'Gene Bank' no longer exists (IE, the player dumped it or it got destroyed when the structure/vehicle it was in blew up) Than the Mission fails.
- Modifying what researches and technologies are avalible, and what the colony starts off with (In Terms of Technology). Nothing like starting off from a clean slate, having to research the 5 Basic technologies. Also what is avalible and not avalible for construction and research.
- Adding/Removing/changing Fumeroles (Holes in the ground with smoke coming out) And Lava thingy (To put lava wells) Locaitons.
- Adding/Removing wreakages and other things that are in the map surface, so you have to find them with a scout.