- Orbital facilities realy need defences, nothing too elaborate, but they realy need to fire something.
No, they don't. You should have them better placed to be covered by your defenses / ships -- they aren't there to engage the enemy.
Think of it this way: when was the last time a cruise ship, oil platform, or oil tanker carried a 3' cannon? A machine gun? Thats
not their job. Military does the weapon toting.
That's because today the world is not at war. But you should remember that in world war 2 almost all freighter ships carried guns, AA mostly but some had ship to ship cannons too. Look it up. And if you need more convincing watch Star Trek Enterprise, and you'll see that the freighters were armed to fight off pirates, at least untill help arrived or they managed to get away.
- Also, large ships need some anti fighter weaponry, again nothing too good but it's realy unrealistic when you see 2 fighter squadrons attacking a fleet of 20 ships
Bring some Gardas, bring some fighters of your own (all capitol ships can carry fighters, though a few need leveling up first). Kol's Flak Burst and the Dunov's (or was it Akkan?) magnetic field can also be used to take out fighters.
That is relaly not the issue here. The flak frigate and the fighters are dedicated strike craft hunters. This is an issue of realism again.
Please show me a military vessel from today that doesn't have anti fighter missiles or AA guns. Come on even some tanks and APCs today have missiles to shoot down choppers and jets flying at low altitude. Need another example? See the subs from WW2, they had a deck gun that doubled as an AA platform.
For a space combat game to be a success, it has to have a little variety.
Oh and here are a few more sugestion:
1. Free travel around the galaxy (read in all directions) - 2 versions:The easy way:
- Enable Ships to travel between planets with
normal propulsion (only inside a solar system). I know it will take a lot longer for a fleet to get to it's destination but it would be a very good surprise attack tactic.
The hard way (but much more realistic):
- A rethinking of hyperspace travel in the game: All ships can hyperspace in any direction but will require to cool down at a certain distance, and give the factions some sort of buildable hyperspace accelerators that work only in one way, and also have limited range, but would enable ships to travel faster in hyperspace and they won't need to stop along the way.
To make a hyperspace corridor like the one in the game, simply build 2 hyperspace gates, one at each end. When building these make them target a location in it's range (chosen by the player of course). The advantage here is that you can make your own HS Gate Network.
This way The hyperspace inhibitor platform would be much more usefull, it would not allow normal hyperspace activity around the planet. You will still have the choice to hyperspace in by gate or use normal hyperspace to arrive at the edge of the ihibitor field and use normal propulsion the rest of the way. The range of the HS inhibitor's range should be at least 2 times larger than the planet's natural gravity well
2. Other sugestions:- It would be nice if asteroid belts were actualy belts around the star they orbit, not some random fields spread around.
- Replace the asteroids around the planet with one or more moons, or asteroid rings around some bigger gas giants. Not all planets have asteroids in orbit, in fact, most don't.
- Make mines on the planets and moons (come on, you have a perfectly good planet and you don't mine an ounce of ore from it?! - weird)
In asteroid fields make mining stations that send harvester ships to colect ore and bring it back to the station. and make the resource asteroids a lot smaller, but in greater numbers. If it's a performance issue again only render the asteroid meshes only when the camera is close, and when you zoom out, just render a brown dot (only for the small ones)
- Upgrade larger asteroids with weapons(again nothing too elaborate, but to be able to defend itself against a few pirate frigates), production or research facilities and fighter bays.
- Make the pirate base a lot smaller - it's half a planet!
- Enable construction ships to hyperspace (not right away, just make it a researh requiring 10 or 12 civ research stations), or make another builder ship - a construction cruiser (same research requirement).
As an extra, these ships could be made to construct Control Stations in empty space (very long time to build and very expensive, hevily armoured but little offensive capabilities, fighter bays, a small build area and they would be destroyable)
- Also if possible, enable ships to move verticaly too. Remember, this is space, so don't impose unrealistic restrictions to it. The most important thing about space games (and one of their greatest assets) is their unparalleled freedom of moovement.
AND THE BIGGEST SUGESTION OF ALL (this one is for the developement team):- Scrap Master of Orion game rules and regulations. Buy, Homeworld1, O.R.B., and Nexus: The Jupiter Incident, play them for a month or two, and then see what you and the gamers like and dislike are about those games. Don't try to reinvent the wheel, use what was good in those games and improove what wasn't ... so good.
You will never make a good space strategy game if you didn't play one before. I know it's a little direct (and I apologise if I offended someone), but i think it's a good advice. Correct me if I'm wrong.