FOW is definitely on my todo list but want to get the game mechanics right first. Strangely i feel the multitide of systems act like a pseudo FOW.
WLawrence, since you are actively playing, do suggest ideas to make it more interesting, i dont want the game to be too one dimensional.
Ron
I think the game is really close to playable. You've done excellent work. In my mind, there are two CRITICAL items, and some less critical stuff.
Critical:
1 - Credits - Get merchants up and running, allow for a scheduled, per turn injection based on assets controlled, or just allow a lump sum to be dumped in every player's account every few turns. Right now, you splurge on a fleet and watch it slowly fall apart. Conquering anything yields fewer resources than it costs. For example, there's no way conquering New Constantinople costs fewer than 500 credits in damage/destruction. This is a huge blocking issue on the game right now. A legit game-stopper, for me.
2 - Fighters - I feel like the fighter aspect of the game is very underserved. Carriers can't repair them yet, they don't move far enough, and they lack punch. Fighter combat was such a huge part of the WC universe, I'd love to see it beefed up. Here are a pair of asks I think would be very neat:
A - Carriers can repair fighters. This would instantly make both Carriers and Fighters useful/relevant
B - Increased moving distance for fighters. Let them really be a screen for your fleet, and a threat to attack at long distance.
Assorted other things:
FOW would be great. Yes, it is difficult to keep track of everything due to the number of systems, but it's really easy for me to click on a system I'm about to jump into and know I'm heading into a trap.
I would also love some FAQ love about the various ships/types of attacks. Why, for example, do Waterloo Cruisers absolutely stink at planetary bombardment? Why is a Gilgamesh destroyer superior in that task to the Waterloo, and arguably the Mythology (in my experience, at least)?
Variable turn length - I know we've discussed this already, but I would love the ability to speed up or slow down the turn interval mid-game. Let me adjust based on at work, off work, weekend, etc. Or offer a flat out turn-based mode of play.
I'll try to think of more, but those are the big asks right now.