Some feedback after a rather complete campaign:
- I was about to start by suggesting to try keeping the systems close to the center but I see you took care of that so great!
- A true alliance system would be most beneficial, but maybe you only need to make an attacked market call nearby allies to defend itself? In the case of the player attacking that would have exactly the same effect since they would turn hostile when you fight back (maybe disengaging then could have only minor consequences as long as you don't reengage the market afterward)
- In the same vein, maybe factions that are dominating the sector should get increasingly more negative events, be more targeted by agents and saboteurs. Other factions would tend to get more friendly with each other... Some sort of natural balancing. Of course it shouldn't be perfect or the game could only end with a player victory.
- While trying to capture a market, it's a bit frustrating to be engaged by a fleeing single Thunder wing three time in a row, each time cancelling the capture. Defeated response fleet should give up when they lost around 75% of their initial FP.
- Factions start with random stations witch can lead to an unbalanced game. Instead of choosing the number of planets and stations, maybe we could choose how many stations per faction, and all faction have at least one HQ with a very large market. That would make it difficult to capture, completely wipe out a faction would require a significant investment (end game challenge).
- Partially populated sector? With independent stations ripe for the taking? (Not sure if it's the case or not)
- The omnifactory allows you to refit your ship with free weapons, witch can be exploited for money. It also never seems to stop producing weapons (I got stacks of 200 salamanders!)
- The market keep it's stability upon capture. One would expect the transition shouldn't be so smooth... Also spamming saboteurs could destroy all the stocks and ships, as an incentive to try getting it the hard way.