So far the game units feel too cliche that lack uniqueness in terms of passive abilities or features. Yeah, yeah some of you might point out and say that the mods will fix that, but it should be included in the game default unit selection.
Sounds Star-Craftian. Part of the Magic about TA and SupCom is that the magic you're looking for comes more so from individual weapons and army composition. Keep in mind that the Alpha right now is very Bare Bones, as the guys at Uber said back when the shared the WhiteBox pics, the idea is to start off with the units 'required' for basic core gameplay and to add in more as the areas/roles needed become apparent via Testing. But given the early stage it's hard to really do much proper testing, I'd say that until the Economy is more functional it will be hard to get that kind of testing going. Mike
This isn't league of legends. Plus many of the units aren't fleshed out yet, they don't even have unique ammo types.
Oh, you mean like units with the ability to smash planets into one another? Yeah, that would be cool if there were features like that going into this game...
I see what your coming from regarding the development of unit design. It just fell bland when using those units. It need some "spark" to make this game feel special regarding units IMO.
And it's Coming, Alpha means it's not even Feature Complete yet, and honestly until all or most features are present its a bit of a waste of time and effort to try fleshing out the unit selection like that, as there are so many little interactions that changes brought on by new features can totally wreck prior work. Mike
Spark takes time to nail down. I for one really hope that the unique bridge design that guy posed a while back for ships makes in into the game.
OP has a fair concern, however as others noted this is alpha, we only have bare-bones units for testing and plenty more are on the way. Some possibilities include hovercraft (move over water), amphibious (ocean-crawling), spider (all-terrain), stealth (radar immune), radar jamming (false radar signatures), cloaking (sight immune), jump jets, unit catapult, megabots and satellites.
Well, he somewhat is right. Right now all units DO play the same, except for range, vision radius and damage/armor ratio. But this probably changes as soon as collision between projectiles and OWN units is turned on as it will mean that at least direct and indirect fire units will start to play completely different. Even more differentiation is about to come once we get a working system of assistive units like mobile intelligence, apart from those T1 scouts, maybe even REAL rolling meatshields and not just big, fragile cannons on wheels from the vehicle tree.
The op has a point and I don't think the devs would disagree with him. Currently the units are just bare bones to test the engine with. IIRC they don't even have different accuracy yet or different projectile types. I fully expect to see more different and interesting unit design during the coming months and when beta will appear.
Considering that this is only an alpha, I am really not worried in the slightest. More than that, I was surprised by the stability and functionality of the game when I first loaded it (also the launcher gets all my love. A stable functioning patcher with patch notes from the very beginning, brilliant).
Most of them expect some type of discount on a fully functional game which only lacks a few features and is going to be finished in the course of the next 1-2 years. Like Minecraft or other indiegames which are developed by only 1-2 developers where the fully functional software is falsely labeled as Alpha, instead of simply increasing the major version number when adding new features. But thats the same group of users, who also got used to banana-ware, software which stays in Beta phase even long after release. Only few actually know what Alpha means.