Just because you're not wearing pants doesn't mean you also ripped off your underwear, shades of gray and all that. Mike
Extra Credit does a really good bit on how hard this is for a developer and to a degree any kind of designed project. You guys have a great attitude about it though. really worth the watch: http://www.youtube.com/watch?v=on7endO4lPY
As much as they may be a team effort the most compelling mode to me is 1v1. There's something about an epic 1v1 match where despite all your efforts and huge armies across the map, at the end of the day there are only two soldiers on the battlefield. This sort of personal feel to an otherwise impersonally huge game is really the essence of TA style to me.
This is a problem with your computer not the game. Modern computers can run forged alliance at full pelt 80x80km.
I liked the teleporting transports in Black-Ops. There was a trailer where ACUs used gateways to teleport, I always thought that's how they should have functioned in the actual game. Thus connected gateways would address the long supply lines on large maps. In practice you could have rallied factories to a gateway that was connected to another 40km away and then further rallied them to your position. I'm sure there was a mod that did that now that I think about it.
I'm not convinced. Trying to play a 40k map is bad enough, horrible UI and path finding lag, units ignoring most instructions, everything being jerky and unresponsive even when all players are above 0 sim speed. Hell, even Seton's or a 20k Phantom game start shuddering about pretty early on. I hope that whatever issue caused this will be solved in PA. I suspect it's something to do with the p2p networking, so hopefully it will be a thing of the past and big games will be enjoyable.