I hope they won't be stupid to release same game every year.
Though i wouldn't mind expanded dragon commander just without RTS battles and more of grand strategy.
The thing is there wouldn't be much Dragon left in Dragon Commander then.
The problem wasn't RTS battles. The problem was that RTS layer was too rudimentary (so was the strategy layer) and that layers didn't really talk with each other in a sensible manner.
What RTS needed was:
- No unit production.
- Better integration of dragon mode.
- Diverse maps.
Unit production was a clusterfuck. It clashed with strategic layer, reduced most of the tactics to "roll a blob" and limited viability of dragon as you had to not just fight and command your army, but also keep churning out units all the time.
Dragon mode was incredibly poorly integrated - not only was it blocked for a long time (making it not an option when trying to blitz the map with superior starting force), but it also offered crippled interface for commanding your forces, and you couldn't respawn and despawn as needed as it ate your recruits.
Instead of having separate dragon and RTS modes, you should have just the dragon mode, right from the start, with a key toggling between fully functional RTS interface with normal cursor (from dragon's POV) and aiming your dragon. There should be no unit production (or limited one, only infantry - actual infantry, mecha should be mecha), so that you'd have no mysteriously appearing units that vanish when you're beck to strategy map, nor hectic blob rolling.
Finally, unique, interesting maps with no map recycling - as it was, if you've seen a few battles you've seen them all.
Other than that RTS layer wasn't badly done - units were pretty diverse and fun to use, projectiles were physics based with all the fun quirks of such approach, etc.
Far better than I'd ever dream of considering no prior experience in making an RTS.
I'd love to play the early "fantasy Homeworld in the skies" version, though. It looked much more inspired, even though I don't think anchoring the gameplay to gains on the ground was a bad idea.