Hello Stress & Team...
I've been trolling this forum for some time now, and playing the SoA mod for Sins for the last few weeks. I've had a fair share of bugs, but through reading this forum I've sorted them out and/or written them off as issues due to the Beta state of this Mod. I've also played the Homeworld version of SoA and have been an avid Star Trek fan for a long long time...
First off, THANK YOU for making this Mod. The Star Trek universe has never been represented well in any RTS game, and I believe this Mod has the capability to change that...
That being said, I have noticed a number of "gripes" or "issues" with the Fed side of things, and I wanted to make some obeservations and/or recommendations.
1 - I have continuously ended up with the same fleet every time I play Feds. I research the max number of capitol ship slots, and probably 5 or 6 levels of fleet capacity. I built 15 Sov's and 1 Ambasador. The rest of my fleet is filled up with Intrepid class ships. Why? Maximizing firepower for a given amount of fleet capacity. The Intrepid has 85-90% of the Akiras firepower/shields for 1/4 of the fleet capacity. Meaning I can built 4 Treps for 1 Akira. This begs the question, why build an Akira at all? Besides the fact that it's a better looking ship... The more I thought about this the more I realized this applies for every ship. There is no defining characteristic of any ship that makes it more desireable than any other (save for the Ambasador's Colony function and the Neb's Gemini Effect). I don't know if it is planned at some point to add abilities to all classes, but if not there should be some other changes made to make the capability versus fleet capacity usage more reasonable. One suggestion, and I don't know if it is possible, but can there be a "chancetohit" function assigned to the ships, and the smaller/faster ships can dodge enemy fire more than the larger ships? This would make Mirandas and Defiants more desireable, because even though they pack less of a punch and have less life, they can still cause havoc on the larger, slower ships.
2 - The starbases... The Klink starbase, when fully upgraded, is an absolute b%^&& to destroy. I literally come at it with 15 Sov's and 20-24 treps and I will leave the battle with no treps and all of my Sovs, but 1/2 of them just clinging to life. This is all well and good since I win the battle, but it seems unrealistic. And when combined with the slow repair rates it makes rebuilding my fleet difficult. It's almost easier to skuttle the heavily damaged ships and build new ones than it is to wait for repairs...
3 - Repairs... when I first played the Mod I was overwhelmed with how slow the fleet self heals. I was put off by it, but then I came to understand the realism added by it. The ships should need to find a drydock to get repairs, since that is an accurate representation of the Star Trek Universe. I came to be fine with that, just please make the Shield Restore and Repair functions autocast. I tried adding the code suggested a few slides ago, but it still didn't fix the problem. Micromanaging repairs is entirely too cumbersome.
4 - Hull/Shield... again, if a table was made to cross reference Hull/Shield/Weapon to fleet capacity, and the FC was the equalized so that 2 Mirandas use the same FC as one Steamrunner, but they each have half the life/firepower. It actually becomes a strategic tradeoff. Do I want two less capable ships that I can move in two directions with two fleets, or one heavier hitter to stay with one fleet, but is more likely to survive a firefight? Tactically it makes more sense. Right now, frigates don't even get purchased, ever, unless I want to look at the nice models.
All in all, the Mod has exceeded my expectations, but I still feel there is room for improvement. I would be more than happy to consult on these issues, but I've sure you've got plenty of "experts" giving you advice already... Keep up the great work!!!