I am absolutely in agreement with your assessment of wanting to augment the player's execution ability without impinging on the realm of the player's strategic decision-making. But I think that's relatively easy to do. For example, regarding building units. Construction is something the player is likely going to be doing constantly in every game. The actual decision the player makes in construction largely consists of two major decisions: placement of produc
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I feel the need to disagree on the dislike of slow units. Other RTS games (notably Starcraft and those like it) try to create an "action-packed" game using speedy units and fast-paced battles. Player micromanagement and skill is a huge focus for these types of games. It is my understanding that Ashes of the Singularity is taking a different approach. With tens of thousands of units on the board, it isn't necessary for an individual unit
In my opinion the biggest and most important feature in Ashes of the Singularity is not the number of units that will be in play; it is the command and control system that players will use to manage such large armies. The devs have publicly announced that they will use a "battlegroup" type system to group units together into larger entities in order to facilitate controlling large numbers of units. This is a huge step forward for RTS games, and its significance cannot be overstated.</
Have you considered changing to WASD to move the camera? My thinking is that once the features like battlegroups and unit AI become more fleshed out, players will not be spending as much time doing the same kinds of tasks they used to do in previous RTS games like selection management, and quickly finding units when you wish to give orders. Instead, I think it makes sense to design the UI to give an effective, big-picture view of the entire war, rather than fine-grained contro
My first impression is that as of right now this game is mediocre. It seems more like a tech demo of trying to prove how many units and how many projectiles they can display, rather than create a tense, engaging strategic game. Don't get me wrong, I strongly feel it has immense potential. I love TA and this game seems to be leaning in the right direction, while also trying to build the next generation of RTS instead of just pandering to desperately imitate an old, s
First of all, I really think this game has the potential to be great. However it is in dire need of quite a lot of polish and refinement. In its current state I would have a difficult time recommending it, despite its great idea. The most immediate, major problem is the UI is horrendously unresponsive, ugly, and frustrating to use. In games with several other players it is very common to have a 5 second or longer delay in order to perform any in-game action, which is practically unpla
The primary game mechanic in Offworld Trading Company is the dynamic market. Specifically, the price goes up when players are consuming more of a particular resource than they are selling, and the price goes down when players are selling more than they are consuming. The biggest mechanical issue I currently see with Offworld is that players are too productive and do not consume enough resources. With skillful management you can end up with enough resources that selling is the predomin