This is a thread for my suggestions, feel free to comment and discuss them.
Suggestion 1 - Pulse lasers that act like lasers should act:I was very pleased to note that many of the laser weapons in this game actually act like lasers. Ie. they travel at light speed (well I guess in the game engine it's just 'instantly'), think of how the graviton beam or other constant lasers turn on. However all the pulse lasers in the game act as though they're shooting off little projectiles... now I could understand this if it was a (charged/uncharged) particle beam but the ones I'm talking about just aren't. Pulse lasers should act like the graviton beam does, except in sharp distinct powerful pulses that end almost as quickly as you can see them.
Suggestion 2 - The ability to join ongoing battles in campaign mode:Currently if two forces engage eachother the battle is resolved instantly. It would be great if this game could move towards a campaign system similar to Mount and Blade. If two forces engage the battle should take a certain amount of time and within that time frame you should be able to join in to either aid one side or attack both sides, or even simply just to watch.
Suggestion 3 - Leading on from suggestion 2.... Pretty much everything that the Mount and Blade campaign mode has, factions, politics, player owned locations/assets, seiges, blockades etc. (Mount and Blade is a good place to look for Character Skills too).
Suggestion 4 -Campaign mode's strategic battles are contrived, make them non-contrived: Currently when you enter a battle with a large fleet the strategic locations like Nav and Comm bouys are basically just randomly generated. This feels really odd because if you stalk an enemy to empty space and attack them suddenly there are random strategic locations you need to secure? Waiting to engage in a location where you don't have to worry about securing locations is strategy in and of itself and should be a valid playstyle... plus it just feels really contrived to have objectives pop out of nowhere like that. So, make the battle map based off where and when you engage. If you engage near a friendly station, you would have to secure that and it's other assets floating around. If you engaged near a planet there might be stuff too. If you engage near a minefield, then stuff related to the mining ops would need to be secured. But if you engage in the middle of nowhere, there shouldn't be any reason that suddenly now you have to secure these random bouys that appeared out of nowhere.
Suggestion 5 - Stealth engagements:You should be able to sneak up a fleet and engage in a battle that results in a battle map where the engagement distance is very very short (because the opponents didn't realise you had snuck up on them).
Suggestion 6 - Persistant Ammo Reserves:Currently your stocks of ammo are regenerated each time you go into battle... so if you run a missile boat you could jump into a fight, launch all the missiles then after all your missiles hit simply retreat and reengage and you'll have all your missiles back and you'll regain the distance between your forces. The solution is to simply make ammo management a persistant inventory management thing, much like with fuel and supply.
Suggestion 7 - More specific and more customizable engine, power, shield, and other modifications than the current generic 'Hull upgrades':Currently the only way to affect your armor, ammo capacity, shields, power or engines is through the generic 'hull upgrades'. Why not give us engine hardpoints and engine variants to equip our ships with that have unique abilities? For instance some might be resistant to, or immune to, flameout but otherwise be slower or weaker than other engines. Same goes for shields, power, ammo capacity, etc. Basically my suggestion is to make shields/engines/power/ammo capacity/etc. use the same equipment system as weapons currently do. You should also be able to customise the type of armor plating your ship has and whether it has any special active defense systems like explosive reactive armor, self repair, or radiative heat dissipation.
Suggestion 8 - The ability to take personal control of boarding ships:Of course I realise this involves a ridiculous amount of coding, but no act of piracy is complete without actually getting into the fight yourself and taking down the opposing crew who are putting up their last effort of resistance. If you could control your character (or your officers when they get implemented) while having shootouts in the nigh derelict ship that would make this game amazing. Of course it goes the other away around too; if your ship gets boarded you should have defend yourself. This plays into character/officer skills well.
Suggestion 9 - Electronic/Information warfare weapons (or modules, see Suggestion 7)We should be able to disrupt tracking, homing, lower turret turn rates (or shut the turn down all together), disabling engines electronically, locking down visual and other detection mechanisms, etc. We should also be able to use informational warfare, like fake signals on the radar etc.
Suggestion 10 - Active defense mechanisms that are neither point defense or generic unexplained 'shields'We should be able to launch probe like ships that expell vast amounts of opaque and possibly magnetised particles to make a particle cloud that prevents the transmision of light. Think KASUMI/IKASUMI from Starship operators, or alternatively a smoke bomb that you throw in front of you that fully attenuates the laser before it reaches you. You might also be able to shoot a probe that simply intercepts or deflects ballistic ammuniation with it's body.
Suggestion 11 - Active Salvaging of WrecksIt would be interesting if you could go out and salvage wrecks in a way similar to mining might be done. If
Suggestion 2 is implemented this opens up the possibility to join battles in a salvaging ship simply to steal all the goods for yourself.
Suggestion 12 - Realistic Missile (and projectile?) Physics:Currently missiles move extremely slow for what they physically are: Warheads attached to giant engines. It's strange that a ship which has much much more of it's mass dedicated to non-engine related things could be faster and more manuverable than a missile. Perhaps this should also be extended to projectiles as they too move very slowly compared to ships. I can see that part of the reason this is so is for balancing reasons... but it seems a bit silly at times. Perhaps you could take a page from the book of EVE and make certain weapon types do less damage on things that move faster (due to tracking, missile explosion radius, etc). The other solution is to make all ships a whole lot slower and less manuverable, but that might be an unacceptable hit to the speed of combat.
Suggestion 13 - Non-projectile Kinetic WeaponsIf your ship has a lot of momentum (momentum, not necessarily just speed!) then it would be awesome to be able to mount a large blade or spear type thing to the front of your ship so you could physically ram other ships for massive damage. It might even be possible to add special effects to the weapon like explosive charges or electric discharges or EMPs or whatever. But even if you don't do that it would be neat to be able to ram other ships with weapons meant for that purpose. Of course, while the damage should be momentum based it'll be difficult to hit anything if you aren't very fast so this would be a weapon designed for frigates or cruisers probably.
Suggestion 14 - 'Natural' bonuses from strategic objectives(See Linked Post)
That is all for now. More later.