To counter the negativity regarding PA's apparently imminent official launch, let's imagine that the game remains financially viable for many years, and that Uber keeps adding features to it at the same rate they've been doing. What would the game look like in 5 or 10 years? What would you want it to look like? Talk about all the far-out additions to the game you would like to see Uber implementing. 1. SPACE BATTLES Number 1 for me would be the widely mentioned space battles. The setting was made for them and basically screams out for them, and if they are never added the PA universe will seem very incomplete to me. Uber says they need a new UI to make them work, so hooray for a new UI! (Incidentally, I would love to see someone with experience in this field open a new thread and discuss possible solutions and implementations.) 2. RETURN OF THE HUMANS Reading Uber's answer to the following question gave me an idea for an expansion pack: Humans are back, and blah blah blah some cool backstory that Uber's writer will come up with, and they want REVENGE on the machines that blah blah blah whatever it is that the machines did to them. I have always thought that the TA-SUPCOM-PA line of the RTS family tree has had a somewhat bland and sterile feel because of the lack of a proper narrative and the focus on emotionless robots. To be sure, there is a narrative justification for it, and in some respects it's cool and different from what everyone else has been doing, but a narrative justification for an aesthetic deficiency does not suddenly make the deficiency any less deficient. PA needs another "race" anyway, so why not make it humans? The "as far as they know" line in the above quote makes me think that someone at Uber has at least considered this possibility. Of course that would only be the first of at least one or two more races that I would like to see make it into PA in the long term. 3. EXTENSIVE CITY- AND BASE-BUILDING ASPECTS That's another area in which the TA-SUPCOM-PA line is inferior to Ensemble's, GSC's, etc. line of RTSes. The "city"-building aspect of an RTS is supposed to be where half of the complexity of the genre is coming from (because that's what an RTS is: city-building + RTT), and there's just not enough of that in these games compared to the competition. TA is lauded for having a "complex economic model", but it has only 2 resources compared to Cossacks' 6. Now, you might say that that would end up turning the game into a micro-fest, but this segues nicely into my next wish: 4. MAKE TEAM-PLAY THE CENTER OF THE GAME From what I've seen (I haven't played the game -- waiting for 1.0 to drop before I do ), PA has the best implementation of team-play in an RTS ever, by allowing as many players as you want to control a single team, giving orders, sharing resources, etc. AND THIS IS PRECISELY THE SOLUTION TO THE MICRO-MACRO antagonism, and the one which makes perfect sense. The more you complexify the game, the more people you will need to bring in to control a faction, exactly as it works in the real world. You can't expect to control the "one million units" that Jon Mavor is shooting for alone, all the while managing the giant logistical structure that's necessary to create and support such an army. If Mavor wants to make the ultimate macro-RTS, he'll have to face reality at some point -- the same reality that people like Napoleon face when they decide that maybe it's not a good idea to try to run an entire empire on your own, and find some people who can act as his generals and lieutenants. In this way, the mentally challenged StarCraft nerd who hates strategic zoom and can't fathom controlling more than 200 units can be given his squad to blissfully micromanage all day long, and the megalomaniac brainiacs like us can take a step back, observe the entire conflict unfolding, and bark orders at them all the while crafting the long-term strategy that the S in the RTS is supposed to stand for. This is the next step forward for the RTS genre. It is ambitious, it is difficult, it will not be very popular (because there are not many megalomaniac brainiacs around ), but it is the only way to keep evolving the genre, which means to keep complexifying it. Sooner or later someone is bound to do it, and I have high hopes that Jon Mavor and Uber Entertainment will be the ones to do so. PA is being built with scalability in mind, so all that they have to do is keep adding features, and whenever someone complains that "this **** is too much to handle!" reply "then get someone to help you out!" And voila: you'll have the ultimate real-time strategy game. But that's enough of my wishes, I am looking forward to reading yours.