[pokefun]Stuff about shopping[/pokefun]
Oh, I'm not disputing that people can learn to play, if they're interested enough. I was, and I did, and I got a friend interested, and he did too. But I have several other friends that I would never put in front of this game, because they don't have the patience to climb that learning curve.
My point is that I think there are some ways to lower the learning curve without changing the gameplay at all. And I think there are a bunch of others that could lower the learning curve further while only changing the gameplay in very modest ways.
Take Hacking, for example. Why are there hacking sub-units at all? Why not just fly your Hacker up to, say, a Fabricator, and target-click the Fabricator to start hacking it? Wouldn't that be much more intuitive? It's what I tried to do first, and I doubt I'm the only one.
The reason, I suspect, is that constructing sub-units was the easiest way to implement the feature using the game engine at hand. It would probably have been harder to give a single unit an "attack" that would not decloak the Hacker, and that would have different effects on different targets. Plus, there are a few cases (design backups, sensors, knowledge) where the type of hack would be ambiguous, so they'd have to invent some other way for the user to indicate what hack effect they wanted (maybe the AI CS has a 'Sensors' module and a 'Database' module that could be targeted by the Hacker). But those issues don't seem like showstoppers if there was already a significant rewrite planned.
The outcome would be a hacking system that was just as functional, but was also more intuitive to use. Obviously, there's an opportunity cost, but I think it's worth considering.