Hello everyone, Loki here. I haven't been posting much on the forums, but I'm hoping to change that and, to start it all off, I'm going to discuss my thoughts on the game thus far. A little background: Played TA back when it first came out and played Supreme commander quite a bit as well. I've played RTSes all my life, from C&C to Age of Empires, to Empire Earth and Cossacks. My favorite parts of RTSes are Diplomacy, huge armies versus one another and intelligent base/resource use. Thoughts on the game: So, I've played a couple games online versus other people and versus the computer AI and while most of the game was amazing, there were some parts I found problematic. Some of these are nitpicky but, to me, it take a lot of small things to make a good game into a Great game. 1. Build times on buildings - In SupCom, there's a little timer that counts down when a unit or building will finish. I really like this as it gives you more tactical information to use. Is it worth waiting 40 seconds for this base defense to finish? Or should I divert the resources/builders to cheaper/less powerful defenses? Knowing the ETB is a huge plus for me 2. Unit AI - A lot of times, my units ended up doing strange things. For instance, a couple times my warriors would clump together while half of them moved towards a target and the other half tried to move out of their way, even though they were supposed to be going in the same direction as well. Many times, builders would be told to assist far-away buildings, but would just sit there instead of moving to the building and assisting. Also, clicking on a unit was often times difficult, as the (clickbox?) for the unit seemed to need 2-5 clicks to register. 3. Ships seem like an afterthought, which they are when the war is between planets, not just continents. I have a few ideas on what to do, but I'll add them to the bottom in suggestions. 4. Resources need a bit of an upgrade. As soon as you hit orbital solar panels, energy is not a problem, but metal still is. There should be a few more tiers of metal extractors, as I don't believe 2 are enough. 5. Computer AI - Not that big a deal, but they should be a setting for easy, medium and hard. Also, they seem to favor building Air forces, only. In 4 games, the AI just built air over and over, even though they were on the same continent as I. Also, they should not always pick the closest spawn point to you. 6. Multi-monitor support and Minimap - I don't know about other players, but I found myself lost quite a bit and searching all over for a minimap. It might only available on a second screen, but it was sorely missed here. 7. SPACE! - In my games, only twice did I get to another planet (mostly because I ended up killing the computer by accident), but I found some of the mechanics a bit difficult. First, one unit at a time was very difficult to deal with. There's no way (at least that I could find) to set up an automatic shuttle from one planet to another. SupCom had a pathing system that would allow a transport to patrol from one place to another. It would pick up any at one area and transport/unload in the other spot. It was very handy. Also, Getting to another planet took quite a while, especially for only 1 unit. Perhaps a mechanic that makes travel go slower with more units, but faster with fewer? 8. Suggestions - Just some units/changes I'd love to see: a) The ability to, when on one planet, to switch it from a globe to a map. I found the globe was sometimes difficult to center myself on and a traditional 2d view would help especially during engagements and battles. b) Energy/metal converters. We need the ability to convert from one to the other. This was hugely useful in the original TA. c) More tiers of resources. I touched on this before, but I'd loved to see more ways to generate resources, including wind power (windyer planets?) geothermal power, tidal generators, etc. Also, more metal miners, as advanced miners don't make enough late game. d) More water support. I loved the TauCP mod to the original TA because it allowed full bases to be built underwater. Coupled with Seaplanes, fusion energy reactors, underwater metal makers and sonar jammers, it was the perfect place to hide a supply city. Ships are interesting and awesome in war, but they are already trapped in the lake/sea they're built in. Now they're locked to the planet as well. Any way to make some vehicle to send them to other planets? Or even a helicopter that can transport ships around a map? e) Strategy! Energy shields, radar jammers, targetting arrays. These are great to allow people their own modes of play. I was trying to play a base defense mode, but enemy units would survive all my defenses and destroy buildings. I think we need shields to allow more strategies so not everyone is just rushing cheap units. d) Units. I know we're still in Beta and plenty more units are coming up. I'm excited for suicide units, repair bots, mobile factories, experimental giant units, snipers, invisible units, etc. The more variation, the better the game is. e) Nitpick to the limit, but I want to be able to reclaim rocks/tree for energy and metal. I loved that I could kick my economy in the early game by using the terrain above me. If anyone has made it this far, I commend you for reading it all. I'll definitely add more as I play more games, but I want to hear your thoughts. Do you agree? Do you disagree? Am I too much of a perfectionist?