Okay, back to my runthrough of the KS page.
Let's see if we can make the features on the page more marketable.
Key Design Shifts From AI War Classic (The Original Game)
Replacing the static human Home Command Stations with mobile Arks.
People don't know what a "Home Command Station" is. Now that they're movable they kind of work like the
ACU's in SupCom, right? How did SupCom marketing talk about those units?
I'm projecting a little bit here because the design doc has me thinking that the way the Arks move and function could fundamentally change AI War in a way that excites me. SupCom is the last "true" RTS that's help my attention and AI War moving more in that direction is cool. Anyway, not a part of this discussion.
Making the AI's defensive game more responsive and aggressive.
How is someone's defense aggressive? Sounds like an oxymoron even if it isn't. Maybe remove "defensive game" altogether since the AI is only ever technically on the defensive.
- Reworking the Hull Type and Armor mechanics into something intuitive and interesting.
- Reinventing Cloaking as something more dangerous.
"Something" sounds like you don't know what it is yet. You have a design doc people can read but you haven't figured out how you're reworking hull types, armor or cloaking?!?
"Refined hulls and armor mechanics, making them more intuitive an interesting."
"Reinventing Cloaking to be more dangerous."
At least here we're being told the new stuff
is cool, not just
will be cool.
Splitting Energy into Power and Fuel to better balance "ablative" defense against "glass walls".
If I thought "sentient" was too much a college word, then "ablative" is a smashing game winning grand slam. spelk might appreciate it's use, but I'm not sure anyone else will.
What are "glass walls" and why do they matter?
Think this entire sentence could be re-written to sell it better. I'm struggling to come up with a way to do it and probably need to consult the design doc.
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Design Documents. Small note here that you might want consistency between the docs and KS for terminology. AI War 1 should be AI War Classic, or vice versa. Unifying your terminology shows professionalism and an attention to detail, it builds trust. Trust = sales.
First of all, we have the 1.0 Design Document,
Maybe says "the AI War 2 version 1.0 Design Document" to make it clearer.
This is useful even if you've never played AI War Classic, and relatively concise.
I feel a little guilty saying this as I kvetched about promoting the size of your previous design doc, but "and relatively concise" is a sentence fragment. Give this a go:
"First of all, we have the AI War 2 Version 1.0 Design Document, a relatively concise doc which outlines the intended launch build. This is useful even if you've never played AI War Classic!"
I played with this a little and came up with:
"Then we have a separate document, Appendix A - Relationship To AIW 1, which is for the AI War Classic fan. This doc intimately details the specific changes from AI War Classic, even down to specific units!"
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Key Technical Mumbo Jumbo
Lots and lots of multithreading to make awesome use of modern computers.
Oh oh oh. Do we have some personality shining through now?
Finally. I'd recommend selling it even harder though or switching back to your more dry and technical speak.
"Lots and lots of multithreading to push your CPUs to the edge, no matter how old it is!"
3D graphics that look great, and which scale well for both older machines (turn off fancy effects), and newer ones.
Delete "(turn off fancy effects)". Not needed in a sales pitch.
Maybe say "and maximize newer ones". Something like that.
All sorts of modding and scripting abilities.
"All sorts" doesn't sit with me well. A little too laissez faire, a little too iffy in what it means. Will there be modding tools? Steam Workshop integration? Or is the game simply easily moddable? Since we're in the Technical Mumbo Jumbo don't be afraid to be more technical by mentioning XML. Or don't as you have a modding section.
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Better Learning Curve
Don't mention your failures! Might I suggest changing this header to "THE BEST Learning Curve" or "No Longer EVE Online Learning Curve". Ahem. Maybe "Smooth Learning Curve"? "Gentle"? Etc.
Thanks to fixing up a ton of usability issues, AI War 2 is well placed to deal with the first game's most common complaint: the killer learning curve. AI War is meant to be a hard but fair game, and the start menu should not be enough to defeat new players.
I'll accept that to talk about a better learning curve one must mention the not quite nice learning curve of AIWC.
What are the "usability issues" we're talking about here? Maybe specifically mention something. I don't actually know what you're talking about, so I don't have any suggestions.
I'd go active voice here:
"We've fixed a ton of usability issues, cleaned up the UI and made it easier to get into the action. All of this deal with AI War Classic's most common complaint: the killer learning curve. AI War is a hard but fair game, the start menu should not be enough to defeat new players. We've fixed that, you will love it."
Okay, that last bit is Trump speak, but he's President almost entirely because he's persuasive. Also, "start menu" immediately makes me think of Windows. Maybe "game menu"?
We’re coming at the problem from a few different angles. Usability changes will help smooth the difficulty curve once they’re in-game, as will quickstart options that allow you to jump into the game without fiddling with settings.
I combined the salient point here into the previous paragraph, which is quickstart options.
One thing we will not be doing is dumbing the game down. We shudder at the very thought and it isn’t necessary.
I honestly think this is catering to a hardcore subset of people, but I get why you've added it. I may not like it, but I get it. Might want to flesh this out with another sentence about how refinement isn't dumbing down. Instead of promising not to dumb it down give a short example or two.
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I've figured out what struck me as odd about the version of this in the previous campaign: ships are flying around, but nothing is shooting in it. Will things shoot each other? Let's see that. Right now it's just random ships flying around without context.
This is also so dark I can barely see the blue ships.
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Modding
We are pleased to announce that AI War 2 will be open and easy to modify, while still maintaining sim-concurrence. Players will be able to modify ships and structures, the design of AI personalities, and create tutorials, scenarios, and vignettes of their own.
Wtf is "sim-concurrence"?
Will we have Steam Workshop? Guess it would have to be a Steam-only game. Nvm.
Where will mods be housed? Here? Not sure if that's necessary to mention in the KS, but I'm thinking "Mods housed on our forums" or "our servers". Will they be easily accessible in-game? Or is this something I'll have to manually un/install?
I've made this section more active voice:
"We are pleased to announce that AI War 2 is built from the ground up to be open and easy to modify, while still maintaining sim-concurrence. Players can modify ships and structures, the design of AI personalities, and create tutorials, scenarios, and vignettes of their own."
New in this re-launched campaign, you can even write your own C# code to hook into various parts of the game, such as map-generation, to do much more robust modding than we had originally planned. Modders asked, and Keith listened!
Delete "New in this re-launched campaign,". Who is this Keith guy you mentioned out of nowhere?
Maybe this:
"You can write your own C# code (just as we do) to hook into various parts of the game, such as map-generation, which allows for much more robust modding than we had originally planned. Modders asked for this, and we listened!"
The design document has a long (LONG) list of modifiable components that we identified before we even started making the game.
Link to it again, don't make people hunt for the design doc link again.
"before we even started making the game"
This strikes me as odd phrasing.
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Stretch Goals should go below Rewards. Sell the Rewards before you hit em for the Stretch Goals. Kickstarter may have told you differently, so do what they say, but I seem to recall Stretch Goals being at the very bottom before the FAQ.
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Okay, out of time again. Hopefully some of this helps!