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The rest of your post are just truisms that almost everyone would agree with.
But I and many others just spend two weeks playing TR and most of us liked it.
So what - specifically - are we wrong about?
The Industry Standard Experts and Experienced teams do recommend
at least 6 month beta.
https://www.instabug.com/blog/beta-testing-budget
-"two weeks" but it should be like 2 or 3 times longer.
-So release the game in 4 month sounds very rushed,
if its common to have 6 months test time.
If you rush things, you tend to mess stuff up and overlook problems.
A good example is AoA, where instead to let resources last longer,
they kind of made an entirely new game, with new issues.
In a nutshell each RTS team so far, was a victim of not get the time they need.
Why should it be now by Tempest Rising different?
The way I see it, we don't have an "approved build"
and they don't get the time to achieve it.
And even they don't recommend "at least 6 month beta", they recommend at least 4 weeks. Which is easy to do with almost 6 months left before release.
They also say you should have around 100-300 beta tester and not to get too many.
Kind of incongruent with your calls for an open beta.
Lastly, your suggestion that the devs should get their game "approved" by the testers is something you pulled completely out of your behind and is not in the testing guide you linked.
If followed it would lead to the game never getting released, as its consumer base is devided into multiple different camps with completely contradictory ideas what it should be like, that would never agree on one build.
So long as they are active in responding to any major comments after release, then I do not see a major concern with gameplay. It does not matter how many beta tests, or long its been in development. There will always going to be some complaints. So just be prepared for that, and roll with it.
Hoping for user created maps and mission mod content at some point after release.
Well let's take a look at recent flop, Industrial Annihilation
https://www.reddit.com/r/RealTimeStrategy/comments/1hbfqmr/ouch/
Again those are quotes for Industrial Annihilation
They are on point for any RTS ever. You see just assemble a game is for RTS not enough, you need to adjust, rearrange and tune things, to get it done right and it needs time.
An RTS is like a gear clock mechanism, there are many little parts and they must fit together or themachine won't work as expected.
It happens like all the time, they overlook a tiny wheel and suddenly the whole game isn't fun. Its a simple feedback for any RTS, take the time, you need and have to.
It's not like RTS never get optimized to death. I've seen it happen. YOU've seen it happen (later versions of C&C3!)
And it is not like players have some magical insight into the games that devs lack. They are often wrong and seldom agree with one another and lack the broader view on the games' systems that the developer have. Act of Aggression Reboot Edition is a very good example of an RTS that got made worse because the devs caved in to player demands.
I think the core thing for an RTS to get right at release is a fun game, great music, cool world and units. The competitive side needs to come later. As soon as the focus for mp and balance, nerfs ext are put as the focus over the things i mentioned is the min the game loses its identity and focus on just being a fun rts.
CnC was great because of its focus on sp first, mp evolved overtime from players and ofc later modding scene, custom tounys ran by the community with there own rules ext. Thats kinda how things need to evolve. So many rts have died because they focused on mp and competitive stuff first and totally let the sp side of things slip by the wayside.
I think there doing a pretty good job with the focus of SP, setting up a world, lore, focus on great music ext. Let people find a game they love the feel of first then get focus that mp after. I think the devs just want the mp in a decent by not perfect place at release, and the work can come after. If the players love the game they will stick with it.