The problem is that you can guess accurately where certain planets are and bee-line straight for them. If everyone behaves the same way then those who are randomly placed away from the predicted position of the Terran planets will always fall behind. This happened over and over again in our multiplayer testing.
Aside from that we agree with you. Good ideas are good ideas and are independant of the source. Already, we've demonstrated time and again that we listen, discuss and actually implement solutions from the forums. This pattern goes back to the the original 2 forums for over a year and almost every change in the last two beta patches comes from ideas from you guys. We also have a massive list of other ideas from you that we just haven't gotten around to experimenting with. In our opinion, the number one purpose of the beta(s) and the forums is to acquire this information and make the game the best it can be. Yes, it is worth it
Then why not make the solar systems less dense with planetary objects, make more solar systems, and spread the races out and change around the backstory a little bit.
It would make it a more immersive realistic space environment.
To be honest I have been thinking about this dilema for awhile now and I came to a fairly unhappy conclusion. Basically what everyone here is is looking for (and yes I am just going to say it cause we all know its true), is Homeworld with a strategic layer in addition to the tactical. And for that the full RTS model just doesn't work to allow the realism into the game. Essentially I think realism/immersion was sacrificed for multiplayer support.
Let me put it another way. From your earlier dev interview and the like, and from your own words about the direction of early development, this seemed to be what you were shooting for. You couldn't reconcile the gameplay with ecliptical orbits and realistic solar systems. So here's the unhappy conclusion. The fundamental design decision to go with an overall RTS mode for the entire game was wrong. If the goal was Homeworld with a strategic layer and realistic space environment it seems the answer is RTT/Turn based ala Totalwar.
Maybe this was debated and limited multiplayer to only the tactical layer, same problem totalwar has. My advice would have been to make the game we've all be waiting for as I listed above. Ever since we all played Homeworld and MOO1-2 we have been waiting for them to be merged, I really thought this was going to be it and unfortunatly it's not.
I really and truly like you guys as devs and community managers but in all honesty, unless there are some serious fundamental design changes, this is a cartoonish representation of space with the clasical skybox and almost no sentiment for realism with the gameplay mechanic being "Time of Defiance". I will buy and play this game, for maybe a couple of months. But it will do nothing but sit on the shelf from that point and I seriously suspect it will not have the long lifespan or serious modder support that I was truly hoping for.
Look at what Infinity "The quest for earth" is doing. Every developer used to say this was impossible to do in a space flight sim. It has such an insane amount of community involvement because their the first evelopment effort that I have seen that is truly shooting for a realistic space environment.
http://fl-tw.com/Infinity/
I mean look at these terrain details and corona/atmospheric effects when leaving a planet.
http://video.google.com/videoplay?docid=-3744650885934024232
How come its perfectly ok for FPS fans to ask that "levels" look realistic but anytime a space gamer asks for realism he/she is immediatly shot down as someone who is "asking for orbiter or a simulator", "asking for the impossible", or "ruining the gameplay"?
I mean frankly I am tired of it. I DON'T WANT ORBITER, I DON'T WANT FULL SCALING. I just want a better attempt than the last 20 space empire games have done over and over and over again to try and suspend my disbelief that im playing a game and make me feel like im playing a game in SPACE!