I've been using a number of brain-cycles to think about what could really help this game yet be at least barely feasible for a patch or expansion. And aside from a well thought-out ship combat system and an aggressive AI, which I gather is being worked on, I came up with.. ranges, or a new system thereof. Currently ship ranges become effectively meaningless at best and an annoying bother at the worst a number of turns into the game.
Imagine if you will a system where range is broken up into different kinds of "ranges" (Oh No! It's.. it's... Com-plex-ity! Run for the hills!) Seriously though, first of all you need 3+1 range zones that extend only from clonized planets.
- Core Range (up to 10 squares around a planet, effects include combat stats being increased akin to having a ship in orbit now, movement cost are halfed, ships repair twice as fast)
- "Normal" Range (up to 40 squares, everything "normal")
- Extended Range (always 10 squares larger than the normal range, ships fight worse, don't repair and slowly take damage, movement cost doubled. This also goes for starbases. You can build one, but it'll blow up sooner or later.)
- Deep Space (negative effects from the extended range doubled. sharply and logarithmically increasing chance away from the "edge" for any ship out there "getting lost" and never being heared from again.)
Fractional movements? Yes. GC2 players on average equal or surpass Civ players' intelligence, right?
"up to" X squares? Indeed. Every planet has a counter for every civ what percentage of the max range a planet "produces". The counter increases for the owning civ and decreases for every other so a re-conquered planet gets a portion of its old range back. But if you newly conquer a planet, you'll have to wait until you can realistically move on to the next.
This is the main thing that needs to be accomplished and together with a good combat system and AI will add a lot of challenge and fun to the game. Steamrolling the enemy is simply boring and will happen as long ships aren't stopped from moving anywhere.
Now you can go wild with building on that system. Since the distance a range extends is determined by planets and is fixed, the mostly annoying concept of ship range can be scrapped. There may be modules such as a "deep space unit" that lets a ship operate in that zone to some extend, but it'd take up half the hull space. There could be starbases that turn one zone type into another, even for enemy civs, such as a "scrambler" module. Starbases that actually
extend ship range could exist, but they'd have to be very expensive to construct and be useful, and starting one near another civ should approach an unprovoked attack to this and every other good and upright civ. Special rules for freighters seem logical, but they mustn't have weapons then, otherwise we might see The Attack of the Doom-Freighters
That should do for conveing my thoughts. I was mostly making up things as I was typing, but after this has been carefully thought through, wouldn't it be da bestest thing eva? Well at least possible and very desirable. After all one can argue that the system for calculating how many turns a ship will need to upgrade uses a similar concept already. There is a "1 turn" range, a "2 turns" range, ... and personally I have no idea how that is calculated, and I also don't care. Give me fun.. whether I understand everything or anything is secondary.