Hi,
I know it's only an alpha version so far, but here are the things that somehow undermine my pleasure (only one thing actually, but happens a lot ^^) :
There's not enough quest and dialogs at this point. It seems a little bit empty.
I'd like more background info, maybe an intro ? I suppose there's a storyline with a beginning and an end, but so far it's like : you're a member of our station, do as I say, you don't need to know why, or if it will have any consequences. People don't talk to you about what you done for them, or didn't do for them (wich is actually better). You don't have a word to say about what you have to do, and that's a big issue : i'ts a really linear game. One-way story makes good or even great adventures games, not RPG. Or maybe these so called RPG from Japan for console players... but we all know that we can't call that RPG... Do we ?
The suggestion of Major_Blackheart goes the same way as mine here :
http://underrail.com/forums/index.php?topic=325.0, although his idea is more precise and specific (and interesting by the way). My point de vue about almost the same situation, and what I meant by more dialogs is quite well explained by this example :
When you meet Gorsky at GMS Coumpound in front of the gate, he tells you to go find the key. But if you come back to him after meeting the bandits down there, you can't tell him anything about them. Same if you kill all of them, rescue the previous owners, not a word to him or to Tanner. There's a whole place ready to live in, maybe enemies to fight, even people to recruit for the SGS station, but nothing.
Just a few words, maybe an explanation in dialogs of why Gorsky or Tanner don't give a damn about that would make the whole thing more immersive by just adding a few sentences.
And you could expand this to the infinite and beyond.
Another example is the first quest you've been given : what's next after you powered up the stations in the cave and eradicated the rathounds ? What's the use for these ? What about the living guy with rathound pets ?
I repeat myself, but I must be clear : I know it's not a final version. I guess there is cool stuff behind the impossible to open doors. But please, don't forget about the story you're telling, because that's really the only disappointing thing in this alpha version.
I'm not asking for this kind of depth :
http://www.kickstarter.com/projects/inxile/wasteland-2/posts/412225 (see the part about the keyword dialog system), but according to the story of the man who doesn't get old in the junkyard, you can write interesting background. Expand this skill to the quests !
Give this amazing project the content he needs. Graphics can keep that old-style look and your game can still become a reference for a generation if the universe feels real, alive, with interaction, with consequences, with choices (my dream would be a game with events happening because they're meant to, not because the player triggered them, and he can miss some events if he's not in the right place at the right time, wich can be a choice too... but I'm a dreamer).
In my opinion, it's more important than new ennemies design or improving the animations or smoothing the interface font or the graphics.
I know it's a big challenge, a hard work, and maybe you're already on it, proving me wrong.
But I also know I'm not the only one interested by this kind of content, so keep up the good work, and look : we're here to help.