Hm, alright then...
After a single review of the Pre-Alpha footage, these are the Details that catched my eye :
Ingrees
Seems the Installation required none of the demonstrated "covert approach".
I mean
- the Ship clearly didn't land near some red Trespass Zone
- the two Ground Actors were using the "main entrance" and were clearly in view of both Security, Personnel and Guard Skimmers
- until any crime was triggered, they could have literally just run straight to their Point of Action (Reactor Building) without any implications
two Players running around in a highly and clearly suspicious manner while even having guns drawn in broad daylight.... all in plain sight of the NPCs and no reaction i.e. to investigate?
Seeing that was rather awkward.
And even IF covert approach was required, I'd sure not expect to see the Player Ground Force to openly use the Main Gate.
Instead, I'd expect one or more weak spots where they could sneak through, while using Terrain and Buildings as cover (maybe coupled with some "ESM" reading many FPS Games have these days, indicating a rough probability of detection affected by environment, line-of-sight, light levels and noise propagation)
Target Building
Having only two workers inside the building seems okay, as it appeared tiny.
However, the 2nd worker approaching with a gun drawn (but no alarm yet) didn't make sense.
The very moment any of such NPCs feels forced to draw their weapon in self-defense, sure they're hitting the Comms button and sound Alarm, right?
Combat
Hate to say it, but that was - by far - the weakest and most awkward Phase.
- the surrounding Security/Defensive NPCs seemed to hold a Combat Rank of "incompetent" and acted "harmless" most of the time.
- very poor tactical movement and snail-speed despite being equipped with 34th century suits and Weapons doesn't mix well with hesitant "wild west" shootouts
- Skimmers didn't even appear to join the Combat Phase at all near the building despite Player 1 (Combat guy) performing multiple "suicide moves" outside the Building with zero cover against the whole defensive horde
Egress
- both suddenly running outside and right in front of the entire Defensive Crew (????!) Sorry, that should be your instant scenario failure, plain and clear suicide (Reason : if you can simply tank an entire Defensive Ground Installation just by running past them in front of their noses... there's no point in even bothering or having them in the 1st place.... just dash in, do your thing, dash out and ignore all resistance)
- instead of having only the main exit of the building, I'd very much would have preferred them rapidly hacking themselves through some secondary Air Locks at least in order to have a chance to escape the building without immediately facing the whole Defensive Grid
- the Goliath at the end appearing right next to the Egress Vehicle IMHO should be a total show-stopper, at minimum a worst-case Situation like this should require a Heavy Weapons guy to momentarily disable such a beast. This one acted like it was hacked or something.... all it had to do was to ram the Egress Vehicle to ignite its Ship-disabling EMP bomb and the whole show would have been over

- the Egress Vehicle never came under heavy fire despite being guilty by association (Wing of 3), I'd expect such a Ship in a now-Wanted Wing having to make a rough landing into a "LZ is Hot !!" Scenario and be under significant fire
NPC behavior and Player bullet sponging in general
It's pre-Alpha... and it shows. Slow, unintelligent and non-tactical like an unorganized scout club.
These NPCs made our two actors look like Thor and Superman teamed up and went in there - almost invincible and facing minimal resistance.
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I wouldn't mind :
- being forced to land in some distance
- using Optics/Sniper Rifle Scope etc. to pre-scout the Installation and mark to-be-enemies
- try to find a useful/exploitable pattern or weakness in the presented movements of targets
- check a MiniMap for orientation and work out a Plan B egress Route if Alarms are triggered
- stealth in with a realistic and truly tactical approach (don't be seen and don't draw attention) or try the hard way if the plan is good and lots of manpower at your disposal
- punish clear mistakes... you don't take cover in front of the entire angry based - you eat led/energy and just drop... your mates (or NPC mates) have to drag you into cover, maybe you're reduced to crawling and/or your buddies need to revive/rre-mobilize you then - or vice versa (tactical decision - leave your buddy behind and lose the support... or risk a little, stimpack the guy back into walking condition and have that support back in your team)
The whole foundation of the design btw. should honor the most realistic Scenario :
- vast majority of Players will at all times act alone, at best with NPC support (not shown in the footage)
- means 1 Player will have to manage that whole show at all times, no Wing, no MultiCrew, no Voice Comms to give commands to another human