I would like to start a discussion about the current state of ashes as I think this is a good point for us players to reevalute where the game stands, which expectations we had that were fulfilled and which we think should still be changed.
I'm actually a founder even though the forum doesn't think I am so I've been watching for quite some time and some things have changed for the better and some haven't changed at all.
I actually come from a SupCom background which I still think holds the crown for big scale rts at this point. Also Ashes promised to be heavily influenced by Supcom but right now I get the feeling that a lot of the SupCom feel is still missing which for me is a big downer. I would have expected this game to not diverge so far from what SupCom gave us.
I understand that the Ashes developers want to create their own type of game which is fine but when it diverges so far from established things that work well that it doesn't feel like the type of game I would like to play anymore (at least not with the mindset of it being anything like Supcom) then I think it has diverged too far (for me at least).
This is sort of similar as to what happened with Planetary Annihilation, a game I was hyped for but which ultimately turned out to be a huge disappointment due to various issues that made it ultimately a big flop.
Economy:
The current state I think is still lacking the essential features that would make the game interesting eco wise and also attractive to players that are interested in a more economic playstile instead of a purely expansive one.
Currently economy consists of claiming zones and building the extractors there. There isn't really much more in the way of influence. It also doesn't matter if you lose zones and reclaim them later because the extractors are cheap to build.
I would suggest to implement a system where it is possible to upgrade existing facilities so that it is actually interesting to defend them aside from the obvious resource advantage. The amplifiers sort of do that but I'm not completely happy with that solution, it doesn't allow you to prioritize one resource for example.
The zones feel really small. I in general do not like the zone system but maybe larger zones would benefit the base building experience.
The absence of energy feels like something is really missing. In Supcom you had to balance the constant drain of this resource so that your buildings would not shut down or your units would not shoot so it was something to definitely look out for.
Linking: I already read that linking is something you don't want to do. I personally think it adds another layer of depth to the economy experience which is a shame to loose.
There is no way to be a defensive players that techs up and builds up a high tech army behind a wall of friendlies and then comes crushing from behind with experimentals in this game.
Research:
Currently you produce research points and apply them all at once to research something. I think a flow economy would benefit the research process where research buildings start researching a technology and multiple buildings can group together.
Tactical Options:
The current state of tactics is limited to building units and sending it to the front. That at least is the feeling I get. Yes there is some unit diversity but not nearly enough to allow for diverse tactics.
I would suggest a multitude of different unit types / buildings to complement the current portfolio:
- Transporters (flying) which allow you to drop units behind enemy lines disrupting their supply and crippling their bases.
- Shield units? Which allow you to put up defensive shields around your units to support a more defensive playstile. Needs probably also counters.
- Offensive buildings like artillery buildings that have longer ranges than units but can't move.
- Stealth units / jam units that hide from radar or create a false radar signal to suggest large enemy forces (see cybran and UEF in Supcom)
- Movable HQ / Commander so that you don't know where the enemy main base is
- Stealth bases that you can set up behind enemy lines
- Specialized bombers which might be more effective against buildings / units / groups
- Tactical missiles? They were a rather nice thing in Supcom as an additional attack form maybe superseeded by orbital abilities.
- Mine fields? Which would allow you to prevent enemies from expanding too rapidly after defeating your forces unless they had special mine removals.
- etc. etc.
Right now I get the feeling that there are not nearly as many ways to win a game as there were in Supcom which is sad.
Unit Handling / Battlefield Overview / Strategic Zoom:
This has been discussed at length in multiple threads but I still think this is a dealbreaker issue. Right now the unit handling and battlefield overview are in a state that is horrible. I can only hope that this will change a lot before final release as right now I don't feel like I'm commanding a war efficiently but rather that I'm struggling to understand what is going on. I never had this feeling in SupCom and I think it mainly comes from the absence of a usable strategic zoom and the absence of multi monitor support where you can have a battlefield birds eye view on a dedicated screen.
Supcom gave me the feeling especially with the multi monitor support that I was sitting in a battlefield command chair with lots of information readily displayed for my attention. This was only further improved upon with various UI mods over the years. I saw that Ashes plans to implement heavy UI changes in the coming versions but I just want to emphasize that I would really like to feel to be in a command chair with the war laid out in front of me with all the information at my disposal as any general would like it.
I understand Ashes wants to be different but please don't try too much or you will strip away the good parts too.
I'm not going to into much more detail on the unit targeting etc. as that seems to already be on the agenda.
I'll update this post with more things that I think about as they come to me.