DW series is great ever since the beginning, and now with legends its awesome....
as for the wishlist:
1. Adding a crew factor to the ships would be nice...
We do have Hab modules and depending on the number of same installed you could calculate number of crew needed for a ship to operate normally. Why add crew? Well you can repair systems on your ships but you cannot really repair the crew after extensive damage has been done to a ship. Depending on the crew % (0-100) your ship would operate with less efficiency.
Also this would make further advances possible. Like experience. Each ship would yield some experience to the attacker depending on the size. (a frigate killing a destroyer gives more xp to the frigate, then a destroyer killing a frigate would give to the destroyer)
this would give the game even more depth and a higher role play value than leaders (characters).
2. Ship hard points.
I am not sure how difficult it is to add this into the game, but it is worth considering. ATM each ship fires all weapons regardless of facing from a single point (mid of ship) in all directions. The strategist in all of us is screaming for turret points, weak spots, blind spots and similar.
This would in the end mean you would have to redesign the ship design system and window.
Also this would make ship roles more important - Explorer a single weapon point, Escort - some forward facing points, Frigate - some front and side points... and so on...
3. Light - Medium - Heavy weapons
Each time you research a weapon it should give you a L - N - H version of that weapon.
Also weapon research could be redundant (after it is done it can be started again but with higher research cost) so you can improve a weapon further.
Weapons should also be only allowed on certain designs -
- Light weapons (lower space used - lower damage - higher projectile speed - less energy usage -> for Escorts and frigates),
- Medium weapons (normal space used - normal damage - normal projectile speed - normal energy usage -> for destroyers, cruisers and specialized frigates),
- Heavy weapons (much space used - high damage - slowest projectile speed - high energy used -> cruisers and capital ships
4. Colony ships
Colony ships could be made permanent ships like troop transports, as in they pick up colonists into the colony module and drop em (and any cargo that is required) onto a planet and then return for more. Also there could be a limit to the number of them so that you can have one per some research lvl (redundant colonization research as well as planet type colonization research -> first gives more colony ships, other improves on some aspects of the colonization given type of planet).
5. Terraform unit
A module for space stations to slowly improve the quality of a planet. Normal value of the quality remains the same while improvement is shown in brackets - like a reverse disaster. If the terraform unit (space station with one) is destroyed the planet returns slowly back to normal.
This module should be high volume, high static energy usage and thus not suitable for every space station.
A part of private sector (non player controlled). These mega companies have their own military (nothing big but sufficient to defend systems) and agendas. They play a part in advanced research (late game research) and also can be contacted like other empires but not directly controlled.
7. Trade routes
Players should be able to set up major trade routes, and demand trade ship allocation to the trade routes from corporations for some funding.
Carriers should have their own orders -
- Anti fighter / bomber protection for fleet (pure fighter carrier)
- Anti capital /any other target with (pure bomber carrier)
- Fighter and bomber wings
and other orders...
9. Fleet formations
I hope you guys make this the ultimate 4x game.