Unit Cap Increases!
Custom Map Additions:
-Ability to turn off rogues, rebels, and neutrals completely in custom maps
-Fixed starting system and start planet setting
-Custom start fleet and orbitals on homeworld
-Custom credits/metal/crystal
-Tweak settings for orbital defense platforms, number/strength of fighter/bomber squadrons (including ability to up numbers loaded on carriers... general bias slider), research time in game, jump movement speeds.
Gameplay:
-Alternate jump system/mechanic... no jump lines, just jump speed/range outside of gravity well and inhibitors.
-Increase jump inhibitor range signficantly.
-Variety of gravity well sizes beyond large and small, especially for a sun.
Other Ideas:
Indicator of AI (and player) alliances in diplomacy screen that is definitive
Long term:
- New orbital structures including the following
---- comm relay (economy/social/moral boost in connected systems)
---- long range sensor (allows you to scan other near by planets and what not at X range, see ships moving in jump space)
---- more types of orbital defense platforms (such as energy/beam, repuslor, tractor, missile, etc)
---- reserve ship yard (to put ships into when not in use... needs to be tied to an economy mechanic). When destroyed ships are lost too.
---- mines (fixed fields of damage to all but fighters, depletes with use)
---- stealth field (hides planet info from long range detection/sensors)
---- jump gate (nearly instant jump. coupled with the ability for players to remove lanes in custom maps as mentioned above for next patch, maybe an auto rebadging of non-gate jumps to FTL drive or some such... a lot of flexibility to gamers and modders)
- Split repair dock into size ability types... big one repairs large ships, small ones small ships.
- More ships... destroyers (heavy frigates basically), more cruiser class ships, more capital ships, new class of super capital ship (a couple per race), more fighter types.
- Long range construction ship. Then turn off existing mines that are captured and instead sned out a ship to build them. Same ship can also build a space stations.
- Space station. For in-between space areas like asteroids, junk fields, wormholes, and perhaps a new class of 'empty space' or 'gravity anomaly space' where jump travel isn't allowed. Stations are big super structures built by new class of long range construction ship. Operate similarly to asteroid base, huge cost, limited orbital ability, can repair ships and launch fighters directly as well as act as a trade post as well.
- switch for game style and underlying mechanic to put more focus on fighter ops. impliment 'ranges' or use duration for fighters, variable speeds, more fighter slots on capable ships as relevant (Carrier classes, hangars, stations. Only stations, hangars, and super capitals should be capable of building fighters, fighters can be assigned to any ship with a click mechanic so you can transfer from building structures/ships to non-building but hangar equiped ones.