Since I use a lot of words when I talk, I thought it best to post my thoughts here in the forums instead of on the facebook page.
So when planning out the missions I sort of got into a Confirm/Cancel loop for a while. I was confirming layouts, then I lost my place, and when checking what was planned for where I could only close those windows by canceling, which I think reset the plans to the original, non-optimal, state. I couldn't tell what was up or down for the longest time. So perhaps more clear wording on the return buttons from the 3rd windows while planning would be nice.
So I was playing the game and sending out teams, and I found that I was getting frustrated with the time passage portion of the game. Specifically, I grew frustrated that the passage of time was taking the dramatic tension away from the fun of sending my teams out to look death in the face. So I'd like to propose an option players can turn on that I am hesitantly calling, "Dramatic Timing." This suggestion is that when a team, any team of the ones you have, is nearing the end of a skill check the speed of the game is slowed back down to 1:1 speed for the "3 - 2 - 1 - 0" seconds on the clock, raising the tension of those last moments of uncertainty, and should they pass the test the speed goes back to the one set by the player. But should they fail, the speed would stay 1:1 and the Broker would have the chance to see the failure and begin making plans to compensate for that. Like maybe setting up a second team to hurry to the mission site and aid in a tactical withdrawal, or get into position to set up an ambush in case a shootout begins. Because as I understand it, the game is more than watching bars filling, it's the tension of entrusting plots and plans to people you can't control, so giving the opportunity to increase the tension should be a good thing. Like how XCOM allows players to turn off Health indicators.
I have yet to score 3 missions in a row where there was not a TPK, even with a Face, VTOL flyer, and Duelist added to the team. At the current point of development, I'd say the game is at a Ninja Gaiden level of difficulty. (Bedrock systems, I know. I just felt like saying "Ninja Gaiden level of difficulty" to cause people to nod their heads knowingly.)
I've found that having a professional driver is pretty much a must for a good team. The VTOL pilots are especially nice for fast insertions and escapes.
Does gear replenish at the start of each mission? Because I noticed Gear was not replenished when a team gets home from a job.
Question and a "It would be nifty." In the optimal final build, could we have the currently empty space (for this build, the right side of the screen) filled with mini indicators of various teams' mission status'? And sticky indicators of selected Assets under guard/observation that you think may get hit by rival teams/relocated so you can act on the fly? Because the trailer's imaginings of Luc with his sticky windows watching the whole of his operations really stuck with me, making me say that "I want to be that guy, right there. Except with glasses and carefully maintained stubble, because that's my own signature look."
So, those are my current thoughts looking at the current Desura build. Your progress is so fast and awesome, John!
EDIT: Oh, and the resetting position of the windows during planning of missions after confirming sub-objectives and during missions progress while looking at the running of sub-objectives is pretty annoying.