I just became a founder and took a first look at the game. I do like the general direction this is going.
Regarding the topic of resources I have the following to say:
I do not like the concept of indestructible resource extractors and taking territories at all. I would very much like that to be an option that can be disabled so that we can build those buildings ourselves and have them destroyed.
I really enjoyed it in supreme commander that you could do raids behind enemy lines using bombers or air drops and destroy the resource extractors if they were not guarded.
In general I never liked games where you had to think in terms of territory grids and had arbitrary borders it just felt very artifical in an RTS that was not turn based. For turn based games its ok for Sins of a Solar Empire it worked because the territory was a star and it felt sort of natural but the borders in Ashes as they are defined right now feel similar to what was done back in the day from the first Empire Earth game to the second where they introduced borders on the land and limited the number of buildings you could build in any territory. For some reason it worked rather well in Rise of Nations and Rise of Legends due to the fact that you had cities as nucleus points but in those games I also didn't really like it that much.
I personally am very much against limiting the number of defensive buildings as a very hard defensive play should be a valid strategy as it is in supreme commander. Pure turtlers are not unbeatable and their should be advantages for map control such as more resources which lead to stronger units (experimentals) that allow a breach of the defensive position. But imposing again arbitrary limits on that just feels so wrong.
As I understand Ashes it wants to feel like a war. A war needs to flow naturally to me though and placing restrictions on number of buildings or type of buildings on me just feels like an unnecessary restraint.
As for the number of resources I liked the model of Supreme Commander a lot where you had a substantial resource that was drained while building things and an immaterial resource which was used to power things including but not limited to building stuff. One could introduce another resource for special operations that is accumulated slowly and then unleashes strong effects that would be a valid resource.
Making the unit limit dependent on research is valid as is making it dependent on buildings in my opinion but I think that to get big epic battles the idea of supcom to have a big unit limit which is basically available from the start is also not a bad idea and should definitely be an option when creating games.
I personally do not like the concept of victory points at all. I second the motion to make that a disableable option. Winning by points was never a valid strategy for me as it only shows that one can hold certain points for a certain amount of time not whether one is in general winning the match. It might be fun for a lot of people which makes it a valid concept to be in the game for sure.
Please make territories completely optional, make resource extractors destructible and non auto capturable, don't restrict buildings by type, focus on two maybe 3 resources, make victory points optional
I hope this doesn't sound too much like a rant when it isn't meant to be one. I honestly think this game has a lot of potential which is why I definitely want it to be a game I love to play when it is finished. Similar to supcom which I still enjoy a lot to play today FAF for the win!
I just remember a lot of my most memorable moments from supcom to be from surprise attacks or hidden bases behind the enemy or up on hills and that also seems like something that would be impossible given the static seed and territory mechanic as it wouldn't allow a secret base behind enemy lines or something of that order.
Whew too many ideas and comments coming to me too fast I might have to open a thread at some point just to give my idea of a perfect RTS which might very well not be the one for the majority of people.