My god you are taking this way, way too personally. Its just a game, sheesh.
Let me make something clear. This game is not designed by committee. It is not designed by democratic votes. The people making this game could have just as easily said that they are going to do their own thing and listen to no one. What they are is looking for ideas, seeing what people put out. Even then it will be
up to them(italics are used to emphasize a very specific point an author is trying to make. FYI) on what they want to add and how to implement. You or I could type up a full blown 200 page document and they are under no obligation to even take a glance at it.
When I asked you if you knew what game balance was, it was not to make you look n00bish, although I do see that they way it was worded it can be interpreted as passive-aggressive. I seriously wanted to know what you knew so i knew how to explain it to you. Heck you probably knwo what it is already just not the name for it.
Playbalancing is making sure everything plays as intended. It makes sure thing are not too fast, or too slow, or too weak, or too strong. In your rant almost every, single thing you said would not even be a problem if the game was balanced. Unbalanced games are not fun because the inbalances are exploited by the players. I have no idea what you ment by ubder fast units rushing the CC and blowing it up. A balanced game would not have that. In all actuallity a balanced game would have No 0 null zilch uber end all units. I gurentee you Sierra spent HOURS with just a basic microwave and a laser unit just shooting each other, making sure the stats, both the numbers we can see and both the numbers invisible to the player but still computed in the game, are balanced.
OK now to address the game points.
I hate micromanagement. hate hate hate. Maybe even more than you. Its why I'm never any good at the civilization series because I don't babysit all my cities maximizing the resources. I rather make more general decisions (should I build another city or a warrior, etc etc). This idea of custom built units could be done poorly and micromanaged to oblivion with 10 different slots and 500 kabillion combenations each. Hell that wouldn't be fun in a turn based game. SMAC had 6, I brought it down to three. There should be usable predesigns for the lasy or if a unit is just needed right then and now. The interface will have a lot to do with hwo successful it would be - off the the side and not blocking the screen when its open.
I don't want it to be a micromanage nightmare, and you are right I might be taking the specilization too far. Some of the things I thougth about already, such as having to upgrade units. Should be automatic, could repair units do it in the field, could there just be a batch command that a single click would tell all the units to go to a garage and switch to this component selected from a dropdown menu. Just because there are problems with specific points of an idea doesn't mean the entire thing is invalid (only exception might be alien species
).
Part of it is I'm putting the ideas together in context with one another. How will this feature work with that feature. Something big, like how reasearch is handled and how units are managed in the game engine will have drastic effect on what ideas will work and what wont. Right now I saw from the previous thread that custom building units is a popular idea and that I wasn't the first to suggest it. Custom units is a very very general feature that could be implimented in a lot of different ways, depending on how
other game mechanics work. I'm going off of my reasearch idea from the general thread, there there are indipendant branches (like 4-10, who knows) that bring different strengths and weaknesses to the player. In that my suggestion was that in a standard multiplayer match a player would reach the end of maybe two if they just focused on those two strands. However it would allow for epic single player games if someone wanted to play it all.
If someoen were to say "I'm thinking this and this idea assuming research is done like this" (and I am only using research as an example, it could be any game mechanic of your choice, same with the thor, its just an example, nothing more. no need to get so upset about it) then I will work in the context of the assumption. Some ideas are great with once set of premis, and not so good with another.
The reason for the pimping is that it makes the game a bit deeper and why I suggested only one augmentation slot. Someone could put on the extra speed, but they loose out on putting on extra armor, or turret speed, and so on. For every add on, for every tech specialty, there should be at least TWO ways to counteract it. If its just one then its a simple player 1 does this and player 2 does that - so if the player is reacting to another at least they still can choose the option that works best for their play style and the game cerumstance at the time.
And finally. Dude. none of this is personal. I'm not attacking you, or the team, or nayone else. You HAVE raised valid points here and other threads. Pointing out weaknesses in the ideas will only make them stronger or to be dropped. But you have to remeber that in turn people will respond and defend their idea.
I feel that OP2 was lacking on both size, colony and war and, from my experiance in following game development and discussing game dev, just adding more units and weapons and buildings and reasearch, in and of itself, wont make a game better, its just more of the same. I know this idea is new to the game and it would not be like by some just for that reason alone. Because its new there isn't too much of a basis to go off of. I'm trying to make things work for everyone of many playing styles. I think the best way to manage the problem is improve both and find a way where a war focused player and a colony focused player are playing their games and find a balanced way to balance both war and non-war victories in the same game.
I'm on your side.