Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Most space is empty, but in the parts that *aren't* empty (around planets, in asteroid/salvage fields), there is scope to introduce interesting and impactful mechanics. Not hard to avoid these if you aren't a fan of them - simply don't fight in locations with a lot of local debris. I don't think this runs counter to the aim that Alex has for combat in Starsector either. The use of nebulae and battle objectives shows that he *does* want some tactical variation across engagements. To me, the addition of larger debris would be a simple and effective tactical twist.