Hi all!
Old hat RTS player here going back decades. I wanted to give my thoughts, ideas, bugs, etc after my first few dozen games. I know we are early in development here so don't take it too critical.
Game Breaker Bugs:
Multiplayer left click error- In multiplayer games my left mouse clicks do not take most of the time. When building, multiple units queue up instead of just one. When giving a move command in or out of FOW you have to give the command multiple times to get it to take. When a command does not take it will often change the selected units so you can't even reissue the command. This is game breaking. I can not give good input on multiplayer at this time because of this (the game is basically unplayable).
move/attack near region center- When you try and issue a command to near a region center it will often revert to some other command. Combine this with the fact that if you issue a command to take a region center and then the center changes hands the units don't change to a move command or defend command but rather sit there this is almost game breaking at the moment.
FOW issues - I understand the Devs know about the bug where you can not correctly issue commands within the FOW. This makes the game play totally different. IMHO when this bug gets fixed the game play will change significantly and any balance or similar work going on might need to be redone.
Single player AI fail - sometimes the AI (half the time recently) fails to take more than a point or 2 then several minutes later the game crashes... Perhaps yall have a scale built into the AI where it can be harder or easier and the random (or feed) results in a bad number (uint vs int maybe?)
Major balance/playability issues:
Long range indirect fire units - units capable of outranging everything else on the map need to move slower or require a setup/take down time. Currently you can make missile units and "kite" other units (firing while backing away) and basically break the game.
Unit AI does not respond to taking fire - If an Army or units are sitting there and start to take fire from indirect fire then they just sit there and die. They do not attempt to close (which they would fail at see the speed differential above) or run. This kills the whole high level command aspect as you are required to micro your units whenever they get shot at by indirect fire (which is all the time as there is little reason not to build them at present).
Strategic zoom - ok I understand the DEV's not wanting this. Can we have a compromise? Make a hotkey that brings up the strategic map and change the mouse functionality on the strategic map so that clicking causes the strategic map to minimize and the display to immediately (not pan) context switch to the area you clicked on. Think of the General saying "put region 19 on the main display". You could select units, key-open strategic map, click where you want the units to interact, issue command to units. Much better and faster than panning and allows you to see the whole map at once... This should require no engine changes and not change the feel of the game but still give the ability to work across vast areas.
Unit AI prioritization - Units do not prioritize targets very well. Right now you can attack a base and the units will fire on the wrong stuff first almost every time. Give us prioritization on the MIRV, Cannon, Repair bays, Large units, etc first. Even a simple DPS:HP ratio would work (kill the things that will result in reduced damage to you the fastest unless repair is a significant portion of your outgoing fire then kill the repair first). Also have the units close to kill these things.......
minor:
Income - please give the current total income not just the deficit/plus. If I am -10 while making 100 that is totally different than -10 while making 10.
Air - right now it is almost a requirement to build the fighter/bombers (not actual bombers) on larger maps. I have not decided if this is a good thing or not yet. There is no pure AA fighter.
recharge indicators - can you make it so the weapons when you have a unit selected show a bar for when they will be ready next?
repair bays - can we get a range on repair bays? Right now it sometimes repairs and sometimes does not based on seemingly insignificant distance differences. Perhaps when you have a repair bay selected it shows the circle of influence and maybe highlight units currently inside it (very useful for the non phc players with their shield recharger thingies (yes that is my technical term for them lol)).
Better response to enemies - IE if a factory has a destination near a region center and units go there they make a grid. The grid does not collapse or respond to other units in the area getting attacked. IMHO the units in this game are wayyyyyyy too stupid for a game that is suppose to be non-micro. COH, WC1,2,3, SupCom, AoE, TA, Homeworld, ... well everything ever created had better unit AI for avoiding micro... If a unit is commanded to a spot then maybe give a circle around that spot which it will defend or respond to. You can always give us a "hard" move command if you like the "I want my units to sit there and die or watch friends die" functionality there presently is.
Ill give more later. Keep up the good work. The game is shaping up to be a winner (already got my money).
-Yak AKA the groobyman