First, listen to Chris Taylor describe the importance of the original Strategic Zoom in Supreme Commander. The main takeaway is that when you zoom out, you get a complete overview of everything that is going on. This allows you to deal with many different things going on at once. Now consider the information currently presented to a player who fully zooms out in PA. That's right, absolutely nothing. A player must fully hold in their head the entire knowledge of the star system in order to be able to follow the action and make decisions. Even the concept video in the kickstarter pitch lacks information, but at least shows the location of the enemy base. For a game of this scale and scope, I think it is critical that fully zooming out should give you an overview of where your units are, allied units are, enemy units (that you know about) are, etc. This lack of information is a critical oversight, and should be a high priority fix. Now consider at the planetary level, the information given is very difficult to read. The icons are large, indistinct, and often just appear as an unreadable soup of noise. The most you'll glean from this is the location of the commander since his icon goes on top of everything, and the colour of the unit. One of the more popular mods seems to be a supcom style icon pack, that should be telling. The orbital layer is also difficult to use as orbital icons blend in to the surface icons, and selection actions fall through. The icons also appear at a proportional zoom distance, meaning they appear too far out, when you already have trouble seeing individual units without, on large planets. And too close, when you can still easily see the units, on small planets. It should be based on absolute zoom instead, so it always appears when you need it. Seems to be a simple fix. Another critical problem is that zooming from the planetary to the system level, the angle is retained, meaning you get essentially a random orientation in space, and this is very often one which is not convenient for seeing the layout of the system. The camera should automatically orient to give you a good overview of the local gravwell, or the entire system. The more seconds spent battling the sluggish camera the less are spent battling the enemy. Another problem of orientation is that because the camera is free in 3D space, just moving around a planet can radically alter your orientation. This is, obviously, disorienting as well. The pole lock option for the camera works against this, but breaks down and becomes difficult to use near the poles, putting you at a disadvantage. Choose your battles... with the camera. It works much better on metal planets, where the laser caps the poles and prevents any action from taking place there. This could be made a rule, but would require remaking all planets and systems to have unpathable polar caps on all planets. It's a drastic measure but I don't have a better solution. Because of all of the above, and the unreasonably fast pace of the game for something of this scale, it is a highly disorienting experience that simply puts obstacles in front of the player just to get an overview of the action.