Psychic_Llamas
Wizard in the Making
(i PMed you my MSN address Al, im almost always on MSN
)

Honestly couldn't say precisely where to fit it in at. Mostly just conjecture as I haven't had time to read any posts longer than ~100 words in the past week or so. And probably won't get much time for another month yet. But I still like to have ideas
Hadn't thought about specific types of crews, but in that regard you could use the types of crews as the UnitCombat, rather than the ship classes. Might make for an interesting dynamic. Then you'd have all of your ships be of relatively equal statures, with the type of crew you maintain flavoring what type of promotions are available to you. Swing through a Space Station and swap out your crew for the appropriate amount of credits to rack up new promotions in a seperate field.
ie - Get a Scientific Missions Crew to gain better Sensor Upgrades and enhance your results with "Undeveloped Planets" (goody huts). Get a Deep Space Exploratory Crew to gain better engines and larger fuel capacity upgrades. Get a Military Ops team to enhance your formations and maneuverability upgrades...
Hrm... along the same lines: You could add some Invisibility Types to the game to seperate the Ship Classes. Each ship "Class" would have a set Invisibility type, and be able to see that same Invisibility type. This means that out on the field you are only able to see and interact with other ships of the same "class" as yourself. Somewhat sensible in this context too: While there isn't much that a fighter can do to damage a dreadnaught, there is little a dreadnaught can do to affect a fighter (speaking 1 on 1, a full battalion of fighters against a dreadnaught becomes more realistically interactive on each side).
The complication with the invisibility aspect would be capturing systems, but if you just make it so that only Dreadnaughts can capture a system, and they are able to interact with Starbases so that those can defend your systems as well.
The nice thing about this model is that you would be able to avoid the "spearman defeats tank" equivalent in the mod because in this case the spearman wouldn't SEE the tank.
This mod looks really sweet!
The Federation
An unknown anomaly in their home system has forced these beings into the frontiers that compose known space. Mildly reminiscent of humans, the Federation is composed of ethereal serpent-like beings, each with large wings and limited telekinetic abilities. Carnivores at their worst, the Federation is a sly, cunning group. Due to their unique nature, the Federation cannot settle on any planet, unlike the versatile Homo Sapiens Sapiens. Instead, they dwell on a series of large Dromes, metallic spheres whose size are comparable to that of an average moon. It is unknown how many Dromes exist, but their technology is astounding. Even though each Drome is the size of a Kheriohn Leviathan, their speed is almost twice that of the Human ship. Each Drome holds 10-15m individuals, each led by an Elder Council. Federation culture emphasizes tribe over species; thus, each Drome, while linked, is almost like a separate city-state. Dromes will usually travel across space, stopping to orbit Planets at safe points to trade.
Focus: Speed, military, and colonization; Each Drome has the ability to build smaller ships and have advanced healing rates. However, the Federation cannot build new Dromes. Lastly, each Drome has its own resources; alliances amongst the Dromes will wax and wane, with battles being fought over systems with precious resources. However, in the face of a threat, the Dromes will unite.
(Sorry about the lateness, RL got in the way.)
Here are a few more ideas
First off, I think that we could get around the “upgrading ship from combat” thing by giving all ships a promotion that gives –100% experience from combat.
Second, I don’t think we should stick to having space be land. I think we should make space be water, and have solar systems be land. In order to conquer a solar system, you must land troops on it and defeat the land units residing there. Another plus is that it will help out the AI because things like missile carriers and plane carriers are designed to be used at sea so the AI will have an easier time than with land transports.
Finally, I will post some of my ideas for units I’m open to suggestions for names
Starships:
Starbase - same as in final frontier
System defense ship - strong and cheap ship with 1 square ranged attack that must stay within borders
Invasion ship - cheap, medium strength ship with a very large bonus versus system defense ships
Cruiser - carries missiles
Battleship - strong, expensive attack ship
Destroyer - Versatile anti air ship
Carrier - carries squadrons
Bombardment ship - carries bombs
Transport - Carries land units
Probe ship – carries probes
Land units:
Boarding party - can capture starships by attacking them
System Militia - strong defense unit
Assault troop - good at attacking systems
Infantry division - versatile, can both defend and attack well.
Berserkers - can blitz, not as strong as assault troop
Missionaries - Spread religions
Executives - spread corporations
Traders - Conduct trade missions
Missiles:
Anti-ship missile - good against ships
Long-range missile - long ranged missile
Doomsday missile - Tactical nuke
Anti-squadron missile – can intercept squadrons
Bombs: (these are 1 square missiles, basically)
Bombardment bomb - can bombard defenses, high collateral, strong vs. systems
Biological bomb - deals heavy damage to infantry, reduces population
Nuclear bomb - very high damage, slight chance of disabling a planet
Starbase bombs – very good versus starbases
Probes: (let’s see if we can merge Greyfox’s unit fuel modcomp with this)
All of these will take fuel from a probe ship, which will re-generate some each turn, but not enough to have all of the probes it can hold running all the time
Scout probe - long line of sight
Hot waffle - missiles will always target this first, can be turned on or off
Support probe - weak attack, high withdrawal, some first strikes
Attack probe - Medium strength ranged attack
I might post some more ideas tomaro... eventually.
I've said already that I want to revert to the original promotion system to reflect crew experience. Also, a "channeling" style promotion was suggested by Xienwolf to reflect crew drills etc.
Upgrades will be available from certain techs and will have to be bought with credits to make a ship capable of new things. I like your idea about boarding parties etc (the whole land unit idea). Will have to think on how this can be implemented. I'm only including some missile types for special missiles. I never really liked the mechanic in Final Frontier whereby ships "build" missiles which must then be launched. Standard missiles should be "limitless" and taken into account using combat values. Only special missiles (stellar core destabilising missile for eg) are produced on a single basis, and are used like one-use fighter sqaudrons etc.
Probes are a cool idea. I was thinking about these but I have no idea where to place them in the tech tree.
Atm I need to work on the corperations, religions, where to put the sliders and the exact effect of all the civics
Al
Actually an amatuer writer would probably be perfect for the project. One of the biggest lures to draw in a fanbase is to have a solid back-story and nice Pedia entries.