I'm working on a lot of really neat stuff. Things that I've wanted to do for a long time, but haven't wanted to break the OTA mold (mould?) too much.
The "Original Absolute Annihilation" thing is also going to be broken a bit as well... Right now, or at least to the best of my memory, the general idea is, Arm is rushy, core is killy. Go for arm on a small map or if you like their handful of special units. Otherwise, core's probably better. That's really a sad state of affairs and it's something that's been holding back OTA-based mods from really taking advantage of the new possibilities in Spring. I'm making this change in ways that I think will make the sides more interesting than just being largely carbon copies of each other.
I'll be able to start discussing specifics soon, I hope. What I'm talking about are significantly different units for each faction, made in ways which reflect that side's established personality and abilities. Some units are being cut, others are being added, others are being brought back from having been cut previously, and many others are being adjusted.
I'm trying to make all these changes in ways which will be sensible and organic, with no units that will make you wonder, "Why the heck would that unit be able to do THAT?"
I'm not sure if what I'm doing it like BA or not. I've only played BA once, and it was about a year ago, for about three minutes. What I can say is, based on what I remember reading in some early changelogs, I think my modifications to the basic AA formula will be more consistent with what's been done previously.
I don't want to release a new version with major difference, then another new version with more major differences a week later. People have shown they really dislike having to re-learn significant portions of the game repeatedly in a short space of time. That said, I keep on coming up with more ideas while I'm at my job daydreaming.
I've identified a number of areas that AA, and RTS games in general, could be greatly improved upon. Many areas should be more user-friendly and enjoyable, with less boring stuff that nobody really enjoys, just tolerates.
My goal for the next version is to make major improvements to many areas of the game. I hope to post a changelog soon, but the last two AA versions ("disaster A" "disaster B") were basically undocumented as I was in such a rush working on them, and this time I'm changing so much it's difficult to document it all.