I have a question or maybe even some advice on some amazing game mechanics that you guys maybe interested in, even if it is a later development.
I would love to be able to pledge the amounts needed to create modules, ships and various other things but since I cant hopefully these ideas will still be useful to the creative team.
Fighters: This is a module that I would love to have developed if I could. Fighters would be a great way to break up the standard capital ship versus capital ship type of combat, not to mention they are strategic assets. Fighters can deploy to stop larger more dangerous missiles like nukes (see Battle Star Galactica) or even torpedo, bombers, or boarding parties. Fighters are typically always launched in squadron formations which take up considerable room. Mainly because you have to house the fighters, pilots, repair crews, replacement parts, fuel, ammunition, and more. This would be a great new factor to change up the game. Especially with the dynamics of your missile system, fighters can actually block incoming missiles.
Torpedo/bombers: These two crafts play different roles but are still pretty similar. Torpedo boats are anti-ship while bombers are anti-star base or ground assault support. But something that can be unique about these ships is that they have turrets to help defend their ships. Which could be very fun.
Boarding Parties: This could be done in different ways. Sometimes it can be done with teleportation or simply by launching ships that are meant to latch onto the enemy hull and dispatch the soldiers inside. With the dynamics of the missiles, you could use the same system for launching these boarding parties in their own ships. It could actually mean that they could be destroyed by various missiles, beam weaponry, etc that are flying about in combat.
Sometimes boarding parties need to have enemy shields down in order to properly board the ship. Not in all the sci-fi worlds but in some of them.
Crew Capacity: As far as crew capacity is concerned, it can be difficult to calculate but then again you don't need to be so realistic. Just the larger the ship the more is needed for the day to day operation of the ship. Plus having crew can effect a number of different aspects with capital ships. Crew capacity can effect, Shield regeneration, Hull repair, Critical system repair, weapon firing, weapon accuracy, missile reload, navigation, speed of ship, fusion reactor containment (or whatever massive system drives the ship) and more. Also if the ship has been boarded, the ship crew has to divert resources to repel the invaders, causing a lag in some systems. Plus the assault teams can destroy certain systems inside the ship.
Also with crew capacity, armor can become even more important as nebula's or weaponry can spread radiation and if a ship isn't armored enough the radiation can kill the crew without directly harming the ship.
Some of these ideas would be really amazing to have in a already excellent system. also this allows for greater challenges and more variety inside the game. Not to mention more items could be available with different types of boarding party vessels, different types of fighters, bombers, and torpedo boats.
Lord of the apocalypse genre!