Hey guys, Let me preface this by stating the following: Thanks for the good work so far. As a backer I couldn't be more happy! You guys are really good at not making the mistakes often made in software development/game development/communication. Many AAA studios could learn from you. The ideas: Watching the live-stream yesterday I had a few ideas. They are just that. Don't take them as recommendations or criticism please. I just write them down because if I don't; chance is you might not have thought of them. And if you did think of them... Well nothing is lost I guess: On the subject of the role bots/tanks are playing: maybe you could look into ways too give players different options to tackle (the same) in-game problems so they can make a style based on their preferences. An example would be that a bot only opening would give you great offensive capabilities and economics early game but a harsh mid game where you need add air units to keep being able to answer the opponents forces. While a tank based opening gives you great defensive capabilities but slower economic growth because you need to keep producing units for protection. The benefit of this opening would be that it can answer anything until the later-game where you need to mix in air and orbital units in order to answer for everything. This would also leave open the option to make a hybrid style that isn't exceptional at either but does, in certain situations, offer stronger answers to your enemies actions. On the subject of your commander & protecting it: shields & fake commanders probably have been mentioned already. What are the current thoughts on that? Other kinds of protection could be building something around the commander or upgrading it in some shape or form. Cloaking technology perhaps? Radar scrambling maybe? I don't know. Lot's you can do with that. C&C Tiberium Sun had a lot of new & interesting RTS mechanics (which often where more fun on paper than in practice). One of the things that seemed interesting to me where subterranean units & transports. They would dig (not very deep) and go to the target in a stealthy way unless you had detection). They used it for troop transports and to get low armoured high damage flame units close to the target. Combined with PA's terrain destruction that might be fun in some way. I guess you can kind of compare them to stealth units though so I am not sure if this is a bright idea. Also; the gimmick factor in this one is real high. I am also not sure if the work required it would be worth it in the end. Still; it's an idea! On the subject of Flame throwers; wouldn't that be sort of silly? I mean they are robots not cyborgs. How is a flame supposed to do anything against a tank/plane/bot? Would it be possible to think of something else close range? An über-charged fast reclaim beam maybe? On the subject of extra bot types: Bots without direct damage output that can burrow themselves and deal damage in an area around them. Bots that can burrow and take over enemy units once they drive over them. Bots that can erode the terrain making cracks or rivers at certain places & forcing the enemy down a different path. Thanks for reading & keep up the good work.