I worked on two of the most well-respected RTS titles of the last decade and I kinda don't see the Alien franchise working within a large-scale game of the genre like SC. It would completely devalue the danger of the individual Aliens (mush as ACM seems to have done as well). Maybe something a little more like Dawn of War, where the perspective is a little closer and you can keep the tension high by focusing on fewer fighting units. (Which is coincidentally the type of Aliens game I was almost involved with- the tech demo that was done even had an APC you could control- you could even manually aim/shoot the cannon.) Still glad it never came about though. Whatever the end result, I'm certain that my love for the universe would have been tainted.
Actually, I'd think Dawn of War 2 or something like a real-time but "pause-to-issue-orders" version of Jagged Alliance or whathaveyou would be better. Smaller scale (platoon or squad level combat) tactical combat.
There was a WH40K game YEARS ago called Space Hulk which did this. It wasn't great graphics, and the controls were a bit irritating, but in theory it could've been really cool. It basically played out exactly like this and you could view stuff either from a first-person perspective or top-down perspective (not isometric -- truly top-down). The trouble was, you could pause to issue orders but had a timer before the pause ran out, which I found irritating. That should've been an option or something.
I think with modern graphics and design concepts, a game like that could work really well, particularly in the Aliens universe (seeing as how 40K basically ripped that concept off).
After a certain point, time will actually start to work against you when developing a game. Trends change, graphics become dated (either technically OR esthetically) and once you've lived and breathed a project for so long you start second-guessing all the decisions you were confident and certain about previously. Then you go back and try to "fix" things that may not need fixing, until one day a new Lead gets hired who wants to put his own personal stamp on things even though they may not align with what is already there...
It all goes downhill from there. No, short focused development cycles are the way to go i.m.o. If you make a mistake, fix it in the next game instead.
Yeah, that's what kept Duke Nukem Forever in vaporware category for so long. They took too long and each time they got close to release, the industry took another leap forward and they had to go back to the drawing board. I actually don't blame Gearbox for the awful state of DNF (or so I heard, anyway -- I never shelled out the cash to play it).
I also think Gearbox has the ability to produce good games. They do Borderlands and did a great job with the Ghostbusters game. But it may be that the Aliens game took a back seat in development (certainly to Borderlands), or was handed off to them in lousy state or whatever.
Again, with a licensed property like Aliens, I think the degree of difficulty is a LOT higher in making a good game with both solid SP and MP. I dunno why, but licensed games always seem to turn out poorly and I can't help but think it has to do with budgetary issues. Like, the producers fronting the cash say "Here's your budget," but it's not enough to do a real AAA title like the franchise deserves. The producers, however, are of the opinion that they don't NEED to give you a good budget because the license will sell itself. So, you get yet another lackluster movie tie-in game or side-story within the universe which really just apes what you saw in the movie or the last game or whatever.
Like, think of it this way. If they made another Aliens game, anyone think they'd ever do it in environments which look different from what you saw in Alien and Aliens? Like, say, stick it on the ground in an open world, rather than tunnels and caves and whatnot? It'll always look like the Hadley's Hope colony, or the Nostromo, or the cargo bay of the Sulaco, or whatever. that's the trap of licensed properties -- you actually have kind of limited creativity. You HAVE to make the game reminiscent of the property on which it's based, and I tend to think that really limits designers' ability to think creatively.