Hello,
After playing a few times the current AOTS is feeling a bit too much.
I feel that there is a bit like CoH/TA/SupCom/DoW/SC2/W3 all mixed up together and that isn't really enjoyable.
after reading your post about what kind of game you are trying to make like Micro/Macro/Metagame, i feel that the current version is far far far away from that ideal.
First part about Metagame is decision making:
In Starcraft 2: do i expand? defend a rush? make army? scout?
AOTS: Must expand (more power = more buildings) Must get resources, normally you make a decision about if its worth to take the risk to expand, in AOTS you just expand and go... since if you don't you'll just fall behind and the game is somewhat over, is there a risk to expand? not really, i don't see any early scouts coming up. defend a rush? can easily rush to T3 without the enemy even touching me. If you want to go to competitive gaming, this really needs a huge rework, something about risk & reward.
TA/SupCom: If you want to compare your game to TA/SupCom realize that TA/SupComFA(Supcom2 = FAIL) has a few ways to play, in competitive SupCom:FA people would not really expand to take metal extractors, they continue to build energy (cheapest one) line it up with metal makers, upgrade their commander and defend with shields etc, so a bit turtleish, in AOTS its like totally different, even if you use the same metal/energy with storages the eco in AOTS does not support this turtleish gameplay, somehow i might agree that turtling is not fun to see but it is a gamestyle that all TA/SupCom players do and its actually pretty fun and that is somewhat missing in AOTS because of the capture points and how the eco works, no turtling, since like i stated above, you need to expand, you need to build up.
Feeling of DoW/CoH has to do with all the capture points/mapcontrol/expanding, in those games it is pretty nice and it works well but you do have to realize those games have a unit cap. The whole point with capture points and map control is that you can micro your units well and make it exciting with what you have. It's true that it is challenging but if you are making a game with over 1000+ units, i personally think you have to drop this. Many units + micro intensive & capture points is a nogo since you have stated in the beginning you want a rts based on strategy wise decision making not micro intensive (and even if you want micro intensive, the units at this moment are too slow for it)
W3: why suddenly W3, well.... the whole point of neutral creeps is just ridiculous, you don't have hero's to level up, there is no way you could rush the enemy to death and even if you want it you would not even reach it in time before they have something up since scouting is just too slow in AOTS. the neutral creeps in W3 was purely made so players would not head to the other player in a straight line, having mini battles for control of points and leveling up their hero. when fighting neutral creeps there is a huge reward like being able to expand, and u have to take a risk if u want to clear the neutral mobs and leave your base vulnerable, but it is WORTH it.... at this moment in AOTS there is no other choice but to expand, in W3 you could say... nahh leave them neutral's alone and attack the enemy base when their hero is clearing neutral stuff etc (so their hero needs a scroll of return). So what i could say in W3 it is exciting with the neutral mobs, in AOTS its.... annoying.
Here is what sums up my experience of AOTS and i feel it is going the right way but you are putting too much other stuff in a game that is not made for it.
P.S i know my English ain't that great
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