For a sequel, the following reqests.
These aren't meant to suggest that I'm in any way unhappy with GalCiv2. The game is excellent.
1. I'd like to see "Range" be a more meaningful attribute of ship design.
Currently, range seems to translate to: This is how far your ship can go. You can go up to the limit, at which point some magical force will prevent you from going further.... engine troubles, crew mutinying because you wandered into the 'here there be tygers' part of your interstellar charts, the Q continuum throwing up a forcefield. The game seems to support the idea that range is related to your available food, water and oxygen on-board, because you have to add more/better life support modules to go further.
I've sent out scout ships to the limits of their range though, and then forgotten about them for a couple of years. They stay there, scanning the perimeter of my known space, crew loyal, with enough food/water/fuel/oxygen to stay out there for as long as I want them to. If the ship could stay there unsupported for so long, why wasn't it capable of going a bit further past the set range limit?
Really, the outer limit of a ship's range would be how far it could go if it immediately turned around and headed back for the nearest starbase/friendly planet for resupply. If it stayed in unfriendly space for any length of time, it would use up its stored supplies and the crew would die.
Possibilities for gameplay:
-A weak but well-stocked supply ship that travels with fleets to extend their effective range. Shorter-range ships can effectively keep up with the fleet and travel beyond the limits of their own rangeby siphoning off the life-support of the supply ship. If the fleet's supply vessel(s) are destroyed, any vessels that are beyond their own range are on a countdown to starvation. If they want to survive, they have to head back towards the nearest starbase and hope to meet up with another supply ship coming from the other direction.
-Setting up supply lines... effectively mobile trade routes from planets/starbases to a fleet in order to keep it "fed". Worrying about the possibility of supply lines being attacked, or plotting this strategy against an enemy.
-Debating whether to keep a ship at the limits of its range, or send it beyond the point of no return. With no resupply, a scout ship could go even further and gather potentially valuable intel at the cost of the crew's life.
-Starved, dead ships can be captured by any race which find them and put to use. Also potentially they can be disassembled and "mined" for technologies that were present on them but which the finder's civilization don't possess.
-"Scout drones" as a research goal on the tech tree. These can be left behind by scout ships, and can also be destroyed.
2. Ship damage can result in damage to functional components, including engines and weapons. If tactical combat is going to be employed, ships or fleets can be ordered to concentrate their fire on specific parts of an enemy fleet's vessels. I'm presuming that ballistic armor is across the ship's entire hull, and therefore probably can't be disabled. Perhaps shield emitters or anti-missile nodes can be disabled by damage?
Gameplay potential:
-On the way to an enemy's planets, an entire fleet can be slowed down or weakened by a ship with a damaged warp engine. Cut it loose or move more slowly. Similarly, a relatively weak defense force can deliberately target an incoming fleet's engines or weapons, in an attempt to soften it up for the second wave which might not have been manufactured yet.
3. Deeper diplomacy options.
-Currently it's: ([action X] and/or [give me X]) [and in return I will] ([action Y] and/or [give you Y])
-I'd like to see: ([action X against species A] and/or [give X to species A] and/or [disable, remove X]) ([and] [or] in return I will) ([action Y against species b] and/or [give Y to species b])
Examples:
-"Remove your fleets from my space or I will declare war on you."
-"Disable Starbases 1, 2 and 8 or I will give warships 365, 584 and 878 to (your enemies) the Drengin."
-"Pay me 300 bc (recurring) and I will declare war on (all your enemies)."
-"Give the Torians your Fleet 71 and I will give Planet Y to the Krynn."
4. Asynchronous multiplayer. I think this is the "hotseat" play that many people are talking about. With a turn-based strategy game, many of the complaints of dropped connections can be reduced. Allow players to sign up, choose races, and set the order of play and the deadline for each player's turn. Anytime a player doesn't submit his/her moves by the deadline, the game's AI takes over for that turn and executes moves with a high intelligence setting. Players can drop out or in as they please, but if a player drops out entirely another new player can't take their place.