Just sunk an hour or two into that. The lack of documentation is absolutely killer. Lost a dropship with eight troopers on it because I didn't know the flying UFOs could intercept (and blow the crap out of it) on its way to go places. I learned from the wiki that you get more personnel every month, but I don't know how funding works (you seem to magically get some every so often). The production menu is absolutely undecipherable. I queue stuff up and it eventually gets made but I have no way of judging how long it will take or if there's an order to it or if I can allot workers for individual items. The research screen is straightforward (only thing worth mentioning I got was bolter rifles which look pretty sweet but nothing can top the flamethrower). The email system is cool but I can't figure out how to go from reading one back to the inbox. I have to read one, go to the map screen, then go to emails.
It's really neat when you get your team set up and you're fanning through a supermarket with four guys and letting the other four mow down tangos outside.
It's not cool when you have purge a six story deep mine in Australia. I took one look at that and quit. No way man. I'm not particularly claustrophobic but I was going to come down with a bad case of it if my team went down there. No way man.
If they clear up the non-combat interface (and maybe make the combat one a little more intuitive) this will be an extremely compelling game. On standard difficulty it's rather gloves-off though. Your personnel are somewhat fragile and absolutely irreplaceable. You will never have enough draftees. I wish there was a way to decline missions. Sorry Australia, that mine should be sealed - or better yet, used to test underground nukes.
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