So we don't know the answers yet but we can speculate based on what we've seen of the game and what we know of RTS and MOBA games (and maybe some devs will be inspired to drop some hints
My question is really asking - what will the objectives be to succeed, what things will be used to shift battles in your favour, what tactics will be used?
Where will skill have the most impact and what will the learning curve and skill ceiling be like compared to other games?
For example, winning games in Sins of a Solar Empire could be summarized as expanding your empire, growing your economy, building the right fleet composition to counter your nearest opponent(s),researching the right upgrades, and doing all of this faster than your opponent(s).
Winning games in Dawn of War II could be summarized as capping the map and building generators (aka growing your economy), building the right troops to counter the enemy, getting the right gear for your hero, using the environment (cover, buildings, etc.) wisely, harrassing enemy economy points, teching faster, losing less troops, and using combinations of abilities and good unit positioning to win battles.
Winning in MOBA games (much less experience for me here so maybe others could chime in - just have DemiGod as a reference point) comes down to farming creeps to level your hero, buying the right gear, coordinating with your team, and slowly pushing the enemy team back by sniping/ganking heros and upgrading your defenses.
So - given all that - how what do you think SoaDA will incorporate of all this?
We know generally it will involve heros and wargear and abilities, commander global abilities, economic expansion and map control.
I am wondering how important unit/troop counters will be - soft counters? hard counters?
How harrassable will the enemy economy be? What will it be based on? Map points? map sectors?
Will hero micro and ability/gear usage have as big or bigger impact than commander globals and "creep" units?
Will the skill ceiling be much lower than the average RTS as multiple people will be controlling what is generally controlled by one person in an RTS? How much will good micro affect the outcome of battles? This depends largely on how many abilities will be available and is part of the next question.
How much will the physical map environment have an influence on battles? cover? hills? terrain advantages?
How much time will battles take? some games have units/heros that can be lost in the blink of an eye and others take time for a longer shoot out/slugfest - since they've said 20-40 minute games, I'd guess probably on the shorter side.
So more questions than answers obviously but I'm curious what you all think based on what you've seen and read so far...









