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Anyway, Victory, maybe, dreadnought....no.
Movement - I think it is clear that the ship physics are a bit of a pain. YWD noticed something I was experiencing myself in that ships can take too long to get to a battle making them almost useless when it counts. Here are a few solutions I could have for these problems besides simply adjusting the physics themselves.
1) An idea I have been working allowing ships to retreat.(needs a good name) I think it is an important skill in the game to know when to leave a battle, but the current physics and targeting bugs make that nearly impossible. This ability would allow you, at any time, to remove your ship from battle. When doing so, it could do one of two things. A, it could remove your ship entirely and give you some money back for the ship. B, it could return your ship to your outpost in the same condition it was in. The problem with A is that this ability could be abused to make quick money and just discard ships when they are no longer useful. B isn't super helpful imo because it could produce turtling and guarding. in a pvp match I think it would be a bad idea. I am personally in favor of simply removing the ship completely from the map and getting like 1/3-1/2 of its worth back for saving the ship rather than letting it be destroyed.
2) A hyperspace jump ability with a significant cool-down that will allow ships to jump from one location to another. on the map. This one has obvious drawbacks in terms of abuse, as I don't like people just throwing ships at eachother and letting them die. I would prefer to let people actually try to save their ships. Also, my unreleased BSG mod already uses a very similar FTL system and I don't want them to be too similar.
3) A range increase on the outpost purchase. I will probably add this no matter what, but being able to purchase an unlimited, or maybe tiered, upgrade to increase the range at which you can buy ships might solve at least half the problem. Again, I don't want people to simply throw away their ships, I really think being able to save a ship is a key factor to a game like this.
Fighter selection - Though it isn't as much an issue for me(I have been playing much longer. ) I definitely see there is an issue with fighter selection. Here are two solutions, however a button to simply select all the fighters isn't possible in A2.
1) I can switch the selection priority for fighters and capital ships, that way, when you drag-select you will ignore capital-ships and only select fighters. This will make selecting them really easy, but capitalships harder. Capital ships will have to be selected individually, but I don't think it will really cause problems because they are so big. This will not, however, help with targeting enemy fighters if you had problems doing that. I usually just hit 'K' with my fighters though, so they kill anything they see.
2) I can make the selection bubble around fighters be as big as their indicator overlay. The problem with this,is that selecting capital ships will, again, be harder, but in a different way. It will be very difficult to micromanage capital-ships if you have a bunch of fighters flying around them. This selection bubble will also apply when you are really close so they will have a large area around them that could get in the way if you are trying to click somewhere else.
Gameplay - As I saw in earlier pvp tests, gameplay is still too short. I think mining is a necessary feature I need to add. What will happen is that you will be given maybe two mining freighters to start with, and they will be set to mine moons. They won't do it at a very fast rate, but it will be constant if I can make it, like the planet mining stations from stock a2. These will be simply be sent around the map and will mine raw materials that can be used to fuel fighters, and can be sold at your outpost for credits. I might find more uses for the material later on, but for now that would be it. They will obviously have to be protected, especially from support ships and fighters. I think it might add another small boost to gameplay making it last a bit longer and feel a little more full.
Additions - I will probably be adding some purchasable items to the outpost like upgrades and maybe ships in the future, however, I would like to get the base mechanics working first. That being said, give me all the ideas you have. I will use what I can.