I'm aware they have broad experience. Perhaps you've noticed that also they seem to have extreme difficulty tapping that experience to realize when the combat mechanics being implemented aren't actually trying to achieve the goals they are thrashing them for not achieving though. It's hard to ignore months of screaming "vet" (self-described, frequently and loudly, almost as if to capitalize on people's respect for actual veterans of real life service) complaints over how changes to mechanics "break" the game and "prove" how "stupid" the devs are because it makes combat inviable right now in the moment - makes me wonder if any of them actually own cars and if so if they ever actually do work on them, because I always assumed people understood that in order to fix something, you almost always have to render it inoperable for a period of time. I can't forget that row. It was absurd in the extreme and deeply undermined my assessment of the objectivity and perspective of "tha vets."Experienced PvPers have plenty of experience with all of these play styles.
I'm not particularly caught up on trying to automate at all, but in reading the endgame doc and roadmap and looking at the whole scope of features that is my assessment of the direction they are taking. I was actually far more interested in something a bit more personal when I started playing this game, but I enjoy RTS too so I can appreciate if that is way they are leaning (though I don't know if Schine can achieve the kind of grand strategy potential they seem to want). I'm not fixed on AI driving at all, though I would like to see the tedium of resource management relieved with the tools already in-game to manage NPC resources so players can focus on design, building, exploring, and fighting (and RPing).You are also too fixed on this idea of Empire building as being 100% AI driven or maybe you think that this game will never have a proper player base again.
The player base isn't even an issue - they've never attempted to market the game before but have the resources to do so. No point in doing it now though - the reduced player base is a blessing. Because people are self-absorbed and hate change, so non-professional testers are very likely to get super caught up in their own desires for the game, and their attachment to initial mechanics and even mechanics that are obviously just stubs for later expansion. Then they call the development of these stubs and early systems "ruining" and scream to the heavens about abuse and disrespect and stupidity. Less is more at this point I think, because there are deep, extensive changes happening.
As an advisor on the board of a local marketing trust I have no concerns whatever about the player base - that's entirely a concern of "tha vets" who raged on and on and on about how the player base was "dyingOMG!1" When Schine has the game at point they feel will stay relatively stable and not have drastic changes for at least a few years, they have only to snap their fingers and drop a couple of grand to see 50,000 new players drop in to check out the game (making back whatever they spend and then). We live in a supply-side economy, and people are well-conditioned and groomed; marketing makes the world go 'round. Player base is easy to bring in (though whether the game can hold them is another question, but Schine appears to be banking on the new systems and galaxy update being more likely to do that than their first-effort systems and galaxy were, which seems at least reasonably possible).
I just respond to Schine's cues. I enjoy tinkering with the new systems. They're very nice in some ways, really, now that I've gotten over expecting them to replicate the old systems or do something specific that was being discussed by players in forum. I'm keen for the galaxy update as well, since experimenting with the in-game economy is one of my favorite things, I expect a whole new system to explore.
This is how I read your initial proposal. It would be a good idea to have a development proposal review forum. I think the fear would be that since we can be sure that some players would negatively assess every single proposal, it could undermine confidence and morale within the design team. Either they have to sort through a dozen pages of shit talk to pick out a few useful posts, or they limit feedback to a few individuals who are very good at up-selling themselves and create a closed feedback panel composed of a selected elite that may or may not even be as wise as they pretend (certainly none so 'elite' as to actually be professionals, with skills of a level that sensible companies would pay them for their advice). Also, I've seen Schine state an intent regarding a mechanic, then get hit with dozens of pages of comments from people who (for one reason or other) failed to even comprehend the intent as communicated and start arguing (very, very passionately) against things that aren't even intended. Concerns aside though, it would be nice if there were a good way they could consult the community before investing in implementation... somehow. I think that is one part of what the council was meant to accomplish.Within 1 week of the first weapons dev build, guys like me, Napthir, Nastral, and Comr4de were already finding tons of exploits because we intuitively knew what things to check for; so, why waste time on ideas when you have players that can exploit them with the very first thing they try? It's simple, if Schine was like, "I think X mechanic should do Y", then I could say "If you do Y, make sure I can't do Z or X can just be circumvented." That would be a litteral 5 minute conversation that could save 10-100 hours of development time.