New founder here - a brief introduction and some questions!
Hello fellow founders and Ashes devs,
I'm a long-time competitive RTS player, and it would be easier to list the RTSes I haven't played over the ones that I have. At the pinnacle of my competitive run, I made it into the top 20,000 world-wide rankings on Starcraft 2 after the Wings of Liberty release. I'm hoping that my experience and perspective as a serious competitive RTS player is valuable. I plan on being an active participant in this game's development process, inasmuch as there's a use for me. Total Annihilation and Supreme Commander were some of my favorite games despite their following a very different paradigm in RTS design from my beloved Starcraft, and the RTS genre is in need of new blood.
What I bring to the table:
My experience as a competitive RTS player leaves me feeling uniquely suited to evaluating UI design and control mechanics. Those particular elements of RTS design are some of the most critical to the experience of the player - as a competitive RTS player, the "Ergonomics" of the control mechanics and UI are what makes-or-breaks a particular title as a candidate for competitive play. A truly competitive RTS player manipulates the interface like a musical instrument, and a truly competitive RTS title facilitates that as unobtrusively as possible. At whatever point in the design process it becomes most relevant, I will happily go ape-shit over the nuts-and-bolts of UI design from a "hard core" player's perspective. If you want to see how seriously I take interface analysis and control, I have a little demonstration from a year ago available for viewing:
https://www.youtube.com/watch?v=jfElQuL-PCk
My questions are as follows:
What sort of feedback would be most valuable to the developers at this point in time? What is the current focus in development?
"Alpha" is typically used to denote a feature-incomplete phase of development. In terms of mechanics and unit roster, are we going to see major additions going forward?
And finally, a somewhat engine-related/technical question: To what extent is this game a "simulation"? Is each bullet fired a simulated object, capable of missing etc? Or are the unit actions deterministic, and not subject to things like trajectory, physics, etc? Total Annihilation, for example, was a simulation - a tank shoots a shell, the shell travels according to its projectile behavior, it may or may not hit the intended target, etc. Then you have Starcraft, where the animations are just placeholders for a mathematical exchange and there's no emergent behavior resulting from the system. The answer to my question will determine my approach to testing and analyzing certain game elements, and I'm only asking because I honestly had a hard time figuring it out through observation.
Thanks for giving RTS junkies like myself this opportunity, and thanks for reading!