I agree with most of these points.
My suggestion was to start with 11 recruits, so the first tick of income is enough to get you building anything. I know it's only 12 seconds.
I like the idea of the interface telling you when you can spawn the Dragon. There's a button in the center of the UI which has a Dragon on a team-coloured field. Pressing that summons the Dragon. What would work there would be to have it greyed out or dimmed until the timer expires, at which point it flashes once.
After trying the Dragon breath skills, the armour-piercing one is great, the healing one is good for its cost and purpose, but visually speaking, it's hard to tell what the acid one does. The description says that it the fireballs continue to add damage for a few more seconds, so I guess that I am using it right, my tendency is to shoot a unit until it dies, but for the acid, it's probably better to shoot as many different units as possible.
If you hold the button down, you can't really hit the overheat cap because the firing rate is so slow. If you rapidly click the button, you can hit the overheat cap. I wish that the hold-the-button fire rate was increased to match the button-mashing firing rate.
I think that dying as a Dragon is pretty cheap, especially with population counts so high. It's only expensive at the start. A respawn penalty for dying might be a good idea, something like 10 seconds or so.
- The crash-when-entering-RTS-mode-from-campaign seems to happen when there are 3 or more factions. Play with only 2 factions (1v1, 2v2, 3v1) and it shouldn't crash so often.
- I really would like the Victory/Defeat screens to have stats, although it's not critical to put in at this point. (A super-duper extra bonus would be to change the Defeat screen to show units being destroyed and shot down, but that's incredibly not important at all.)
Last edited by Stabbey; 08/07/13 12:36 PM. Reason: acid