Not interested. Your presentation doesn't help.
Doesn't look like it was made with care so better it wasn't made at all.
Watched it anyway, the underground part looks great, the rest doesn't.
I still prefer Vagrant Story's looks. Keeping it all like that and a game has ample performance on it's size and te quality of what is there. Far more objects.
Better if games were funded straight to the people making them. Discuss such people and not the buisiness that makes money by taking it from them. Should be so looking around you find something.
I didn't see anything there besides the underground I liked.
Their talent may not be for artwork. I don't like the concept of things made to be enjoyed instead of be beautiful. Combining top down management doesn't interest me but it could enhance a top down/rts experience if that was done first. Then make the world below interesting.
So large battles taking place in RTS can be fought better micromanaged playing as a unit. Such as taking over a fighter in Homeworld and staying close enough to capital ships to make their guns ineffective or require shots to hit eachother. Order squadrons to swap with eachother so those facing guns the most are rotated away from them on low health, moving as needed so none are destroyed. On foot assault when there is a break in the hull far enough in for things to come out. Lots of options, keeps things interesting.
I think people who enjoy rts should be taken out and shot however.
Homeworld could be interesting by being primarily a large scale, explorer. Involving the player in lore and ambiance. Places get attacked and get into a defence when that happens, a regular part of life that isn't part of the rest.
Start first and 3rd person. Able to do all actions by first. Use HMD for 3rd.
As defences are destroyed or player performa well get more control of defences, used to processes by then, also going to a range of defences. Whoever there first piloting that. First in best dressed. Good for defence, people who want to do things the most closest to it. Fighters as transport in preperation.
Get to the bridge first and the ship is yours, same in salvaging enemy ships.
On a large scale battles that drag on: Perform better remotely command ships. Fuck up and return to cannon fodder. Also a reason to get into the battle fast as not to be dead in what is sure to cost life. Also appreciate such decisions when making them, keeping loss of life to a minimum by providing what each needs.
Medieval game doesn't look good enough to say what is…
Like most rts shit there is no world. No individuality to structures, all comes from them. Should raise a world first, replacements showcasing the lack of detail in comparison. Character lost, buildings like people. Smashed ones restored the only option, no building over.
Combat like all with a sword should be something like Tenchu Z/Demon's Souls. But faster. And with the camera closer. Camera in this also looks down, which is wrong and makes everything look small.
Photo capture eachother, figures etc. Carve as needed. Greatly simplify polycount of terrain, hils are not smooth. Use the jaggedness and paint rocks there. Use painting as the art style. Concept art integrated into textures and scenes.
Need to get to high elevation to initiate RTS. Need to be in the beat vantage point or at the head of battle to call out commands. Getting to the top of things dangerous so deserving some voice at the top of them, that and better able to see numbers etc. Command from heights about supply and setting doable objectives/suggestions/resupply areas. Remf mode. At the front all in not dying or killing everything or doing objectives. No suggestions, someone speaks it needs to be heard.
Play until die with lots of death, so lots of reason to do more than die and choose actions carefully also to respect commands from people about to die, surely will if not helped.
Town building can be a reward in a lull, to rush through with great rewards for good planning. Size limitation, more danger the larger something is. The more things stand the harder people fight. Automatically generated stranger. Themes forming. The better you play the more efficient and helpful the generation.
No magic. Injury, lots of health to get use to play, and grow stronger, but injuries take time to go if they do. Scars.
Building also on foot, explore place, everything different, see where something might be good. Building a 3D space, ubove and below. Walkways, flying foxes, elevators etc. Wooden. Water wheels, pipes. Power and plumbing, devices wooden. Place generating to make use of help, adding to it. If unneeded then needed elsewhere. Mines the further down. Various ways to be attacked, and ways to defend. Accompany trading parties, or bar them etc. No authority but the blood you are willing to put to it.