GAE could become more of an RPG tactics game rather than a full blown rts (take away building things and focus more on a party, etc) this would require a different game mode with maps that allow units to be specifically placed but would be an interesting twist on the engine.
Most of that can already be (and has already been) done via custom scenarios and custom tech trees. There's nothing saying that a faction has to have buildings or has to be able to produce units. Take a look at Omega's Labyrinth mod for an example. The only thing we're missing is the ability to place units with Lua (currently in the works, I believe), and more people willing and able to make scenarios.
For an RTS dropping items isn't too important though good for scenarios, random items could spawn on the map so ruins could be placed with items scattered about offering a boost of stone supplies or something.
I think dropping items is pretty much a staple of RPG games, and strategy games with strong RPG elements.
Maybe we need to refine what kind of items we're talking about. The way I see it, I can think of a few different kinds.
- 1. Equipment - Pick it up, carry it around, and it provides a constant change to your stats (e.g. a ring that gives +50 max hp).
- 2. Consumables - Pick it up and it disappears when you use it, providing some one-time bonus (e.g. a potion that gives +100 current HP).
- 3. Instants - Pick it up and it immediately takes effect (e.g. Mario picks up a mushroom and gets really big).
- 4. Luggage - Pick it up, carry it around, and it does nothing except what's dictated in the scenario (e.g. escort item A to location B to trigger event C). Presumably this is useful for escort missions and "capture the flag" scenarios.
- 5. Relics - Ã la "Age of..." games, these take effect when you deliver them somewhere (e.g. take the Box of Loathing to your Mage Tower to get +5 attack for all your Battle Mages).
Those are just the ones I can think of off the top of my head.
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While instants seems like it would be the easiest to code overall, I think we already have some of the framework for equipment, since they're basically just a unit that you carry (and we've got transports coming soon) that provides a constant effect (like an emanation). Luggage would be even simpler, since it's just a transportable unit.
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