Merry Christmas everyone! (A little late)
I had started on the cargo ship but the holidays have slowed me down a bit. I hope to have the model done very soon.
I have quite a few suggestions based on my observations while playing the game lately but I just wanted to mention 2 right now since I find them pretty bothersome.
1. Unlike SoaSE ships, SoA ships move around in circular sweeping patterns. This can look good but unfortunately it really makes them hard to control and lowers their DPS as they keep moving out of weapons range. Since SoA ship weapon ranges appear to be based on what SoaSE used, I wanted to suggest that most SoA ships have their weapons ranges and turn rates increased so they don't keep moving out of range every time they circle around.
2. I also wanted to ask about Photon Torpedo's. The damage that Torpedoes do is often around 15 which I find unusual since phasers and disrupter's are often doing 100-300 per shot. I'm guessing that Torpedoes have a chance to deliver more damage due to shield mitigation (just a guess) but even if thats true, I still don't see how the Torpedo could measure up. Especially since Torpedoes are suppose to be more destructive then phasers (on hulls if I remember right). I'd like to see a fairly big increase in Torpedo damage and if possible a increased bonus multiplier (2x, 3x?) if they hit a ship with shields at less then 10% strength. I don't know if the game can do that but it would really fit well with lore.
Regarding the talk about phase lanes that go everywhere and wanting restrictions to long range travel.
Also, 1 question. If you could get your "warp anywhere" idea to work would you still make travel between star systems only possible at each solar systems star? (IMHO I think that should stay in, except for special cases)
Could you have warp travel drain antimatter per sec so the longer lanes need better tech. If a ship runs out of antimatter part way through a phase lane it could......? (blow up? get to the finish line but with a huge debuff, diluted back to the last solar system, just stop moving?)
I also saw something unusual a couple times were 1 ship didn't jump into FT when it reached the edge of a well and instead just kept on flying slowly to wards the next system. Two ship that gave chase also ignored the phase lane.
I was wondering if we could alter the gravity wells of the planets and stars to give us what we need. Such as, maybe some sort of "outer" gravity well from the star that encompasses the whole system and is altered to allow warp travel.
My other idea what to make the planets themselves remote nodes like was already suggested in this thread. What I was thinking was that it could be "controlled" so the AI doesn't freak out by making it either a mid game research item and/or making it a planetary upgrade. If all the planet upgrade keys are currently full we could merge 2 upgrade types into 1 button.
My last idea on this is that the stabilizer node could be hidden in every planets exploration skill.
Thanks for reading. (That was longer then I expected it to be...)