This is a thread for posting ideas for changes you'd like to see made to the combat system in TA. Here are a couple of mine to get things started:
I've been noticing lately how useless smaller ships become at a certain point in the game; they simply can't compete with the superior loadout of larger hull sizes. So, I'm suggesting this mechanic as a way to make fighter squads more of an effective option against larger ships.
The idea is that each hull type would have an additional stat, an "Evasion" value, with smaller hulls having much higher Evasion. You could also increase a ship's Evasion, either with a dedicated module, or perhaps based on the speed of the ship (again, smaller ships should get more effect from Evasion-boosting modules).
The effect of Evasion would be that for every weapon fired against the ship (it should roll for each weapon individually, even when an enemy is firing more than one weapon at the ship), there is a % chance based on the Evasion that the weapon will do 0 damage, regardless of the actual weapon roll.
To truly act as a balancing factor, Evasion should be affected by the comparative sizes of the ships: A Tiny ship firing on a Medium ship should ignore most of the Medium ship's Evasion, while a Huge ship firing on a Small ship should have a much harder time hitting it than another Small ship would.
The other thing I would like to see is a weapon (either very hard to research or only attainable through a Mega Event, and in any case with a max damage much lower than existing high level weapons) that does "non-elemental" damage, that is ALL defenses are ineffective against it. A weapon like this would make a very good "Precursor weapon", and a Mega Event that gives one race or another access to this special kind of weapon would be a nice way of shaking things up.