Question on scale vs control/agency
First off, and I generally hate people who do this, I am very appreciative that a game like this is being made. Good to know their are like minded people out there. Thanks for making this game, basically.
So my main question about where the game is going, is how is it envisioned that players are to feel more responsible or involved with their units (or if such a change is envisioned)?
To illustrate, while I appreciated what Sins of a Solar Empire was trying to do generally, if you ask me, combat in that game was kind of a non-entity, and I can't help but feel like that is a bad thing, and I can't help but feel combat in this game currently feels like combat in Sins. Please tell me if I am wrong about this, because I may be...I am not very good at this game.
When you are dealing with a game of this large a scale, it make a great deal of sense to take the reigns away from the player a bit. However, when you take them away too much, the game loses the sort of visceral appeal games like Company of heroes, Forged Alliance, and Deserts of Kharak have. When you do that, an RTS feels more like a real time, competitive puzzle game; it appeals more to those on or close to asperger's spectrum disorders, rather than those closer to obsessive compulsive disorder (like me!). Arguably, all RTS fans are spergs or obsessives, if you ask me, haha. Something like Starcraft is better suited for Spergs, something like FAF is more suited for obsessives. I digress...
Now, I'm not quite one of those super fans of FA who wants this game to basically be FA, but I sincerely hope that this game makes some moderate, measured moves towards the complexity of something like FA. As the game stands now, I do quite like it, but I think without some abilities, some more potential for micro, the game will feel more like a logistic simulator than a visceral game that truly takes advantage of its good looks and dynamic potential. I understand the game shouldn't be as micro intensive on a unit-by-unit level as something like Company of Heroes, but please, for the love of all that is holy, keep this from being Sins's bland combat where unit composition and Capital ship/dreadnought abilities are essentially what determines the victor. Doing this would completely miss the strengths game's engine and aesthetic appeal.
Also, what is the idea behind including creeps? I mean, I like the idea of early combat with an npc. Right now they just seem like an annoyance/hinderance to taking territory. Are their plans to make them more dynamic? So I feel i understand and appreciate the game's philosophy of being "pick up and play" but including a MOBA feature seems strange, and under-cooked at present.
Anyway, those are my rambling thoughts. Make the game you want to make, and while I very much understand not making this a FA remake, and not making this came absolutely byzantine in its complexity...but I think the game needs to lean towards complexity to really get a visceral investment from players like me.