Okay buddy, I'm gonna do my best to tell you everything I can remember!
I just completed a 50 hour playthrough of Starsector! Probably my 10th game completion or so. I waited a long time between my last playthrough and this one in order to let new mods come up, then I added a bunch of them that I hadn't played with just so I could have a new mixture to adapt to and learn. All these factions, including
Diable Avionics and
ORA and
SCY, and
Apex and
XLU and
Rust Belt, and
Interstellar Imperium and
Kingdom of Terra and
No Such Organization, and
Shadowyards and
UNSC and
Xhan Empire, and
prv Starworks and YOURS,
Gundam UC Mod!
It took me a long time to get a fleet and start building up, but long story short, I eventually got my hands on some of YOUR ships and guns and fighters! And wow...your fighters are pretty balanced and fun! Except for the MSM-10 Zock Limited Production. I got a blueprint for it and uh-oh...at 22 op, it has 3500 hull! and 350 armor! and 2000 energy shield with 360 degree coverage and FORTRESS SHIELD SYSTEMS LMAO. Add to that the fact that each one has Zock Headx4 weapon, which does 400 EMP damage each and these things are completely unshakable. They're immortal disablers and extremely overpowered lmao! The same goes for it's other 22op fighter twin with Phase Coils. 3500 hull and 350 armor with phase coils and tons of emp damage on a figher for 22op. HMMMMMM
But that's not even the REAL problem. Strong fighters are one thing, but your weapons! OMGGGG
Twin Anti-Aircraft Rapid Beam:
7 OPSmall Energy Slot
Kinetic
600 range....huh
1,000 dps....wtf?
100 flux-per-second....LMAO LMAO LMAO
I printed 300 of these and used every single one. They're unbelievably broken and ruined the entire game for me by just BRRRT'ing through everything with EXTREME prejudice. What's worse? They fire every 0.7 seconds with a burst of 7 rounds, and they're classified as General, so they freely target fighters and missiles as well as enemy ships. Pairing them with range increasing mods or just, a Paragon(which has tons of energy slots and flux and a built-in +100% range for ballistic and energy weapons...!) makes the ship using them almost completely unstoppable. Nothing short of a mass suicide charge can hope to overwhelm any ship fielding these.
On a Paragon you're looking at something like, 15,000 Kinetic DPS for 1,500 Flux/sec at 1200 range. COMPLETELY F*CKING BANANAS!
Twin Mega Particle Cannon16 OPMedium Energy Slot
Energy damage
900 range...
2,000 sustained dps
1,000 flux-per-second
2 round burstwith a 5 second delay
So again, on a Paragon hypothetically, we're looking at what, 4 medium slots? With
1800 range?!?!!?! And 50% flux-to-damage ratio?
On a general Energy damage projectile that deals hard flux and full damage to armor?! That's 2,000 damage X 2 burst fire, x 4 mounts.
That's 16,000 DPS! for 4,000 Flux/sec!The damage-to-flux ratio is the single most important deciding factor of whether a weapon is viable or not. The poor flux efficiency of ballistic weapons is why the default Legion is almost unfieldable if you utilize all of it's mounts. But your weapons would make the default Legion a GOD.
Other than weapons, Gaia and Luna need to have their resources looked at. I don't think Gaia should have TWO farmland resources and TWO organics resources. I also don't think Luna should have farmland and no atmosphere, but hey....Point being, if you make your faction's planets too desirable, players will go directly there and take them from your factions, eliminating them from the game immediately and turning them into a cheat mod instead of a faction mod. You need to remove some of those resources from the planets owned by Zeon and EFSF.
All of that said, and even including everything I mentioned, I had a lot of fun playing with your faction, so please don't give up. Just do some rebalancing at least!! Your faction is INSANELY overpowered!