Another idea is that you have to have a generating structure, let's say barracks, in side of a range of the dropsite, so the barracks can get the resources from the dropsite, to generate units. Then you may have to transport to the dropsite. But, like the other ones, this may be hard to implement. It also would be hard if we don't really have a coder. And like Emacz was saying:
Maybe we should focus on what we have, make sure it is working properly, then we can add in new bigger ideas
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Were these points addressed to AoE in particular or talking about the struggle for single player experience in general?
I'm also a bit confused about what it means to have a multiplayer focused game? is that for the design of units, civs, and gameplay mechanics? or just that not enough effort goes into single player features?
I would be one to argue that the competitive experience should always drive development of gameplay mechanics, and that this should not cause any detriment to SP or beginner MP players. Good gameplay features are ones that can be enjoyed by all levels but are difficult to master at the top level, and in order to get the skill depth it is important to consider how those features are used at the top level.