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My only issue with the game is the pathfinding, sure you can do it with micro but i just wanna send stuff in and watch the action.
So we are just left with the SP Campaign, for us casual Single Players.
You still do not realize, that this has nothing to do with Multiplayer competitive play.
Normal AI in skirmish mode is too effective.
AI difficulties are not balanced.
That is it.
How about to play with easy AI in skirmish?
That is great for competitive online players. But in business, you need to sell units. Single Players sales out number online Multiplayer buyers by more than 5 to 1. So unless you satisfy the Single players, you will not make the sales. You only sell the game ONCE, even if that customer plays 20+ hours a week LOL. It is dumb business sense to rely only upon online multiplayer community.
To keep it with the "business aspects"...engagement and retention are vital. You may rely on nostalgia and cute little marketing tricks to sell the initial copy, but if they want expansions and sequels, the game needs real staying power and deathblob unit spam isn't going to generate that.
That was what happened when I fought the enemy. It gets just irritating knowing that the enemy is "banking up" force numbers until it feels confident it can steamroll me.
That's a big deal, because unit composition and battle location should matter. That's why I still have fond memories of some of my Age of Empires 3 and Rise of Legends matches, even two decades later.
Deathblobbing just turns fights into a numerical sumo match. Every game is the same, so I don't want to play.
It goes back to not being too passive. Take key parts of the map. A lot of the time it doesn't need much clicking or micro. Just send a Beacon or Salvage Van over, build some defenses and occupy garrisons near the chokes.
I would've loved to see these air rushes and engi rushes other people experienced. If the A.I. would surprise me, I'd be mush less keen on any given "monostrategy."
But I will say I've only seen the AI use air very rarely. Maybe I'll try a more turtly game and see if they do it.
If I might, though, I think map control is the most important aspect of any RTS. We only have one real resource, Tempest, so as long as you control the fields, you're golden.
If there were other things to make it more dynamic, that would also add to replay value. Short of adding more resources a la the Age franchise or a Blizz RTS...the only thing I can think of is more definition in terrain.
I don't really see much value, granted we only have like three maps, in strategic positions, while none of the "tech structures" are game changers. If I had something to fight over beyond Tempest fields, that would also go a long way for replayability.