I have taken the time to read much of this thread (5/6) again from the beginning. Here are my thoughts on some of the ideas.
I agree with Fyron that mines need some work. First of all, early in the game, it seems as if mines destroy every ship that is hit. Should this be so? Perhaps 1 mine = 1 dead ship is a bit too much. Late in the game, you just make sure you have enough minesweepers to sweep a maximum mine field and it becomes academic. Neither situation is 'fun', but rather seem to be doors with 'secret knocks' that once the 'knock' is known, just become a nuisance.
How to fix them? There are many ideas, I am sure, but one thing I would add is this. The odds of a ship hitting a mine in open space are quite small. Simply travelling in something other than the opitmal 'straight line' course would add only 2% to 5% to transit time but make it less and less likely to meet a mine. To simulate this, we should only be able to mine fixed installations such as planets and warp points.
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Rigelian's admonition (March 5, 2003) to only make the trade bonus base on the 'real' economy is a bit limited, IMHO. Part of trade would be passing rare items from one side of your empire to the other side. Perhaps the trade bonus base should include trade with other empires. An argument could also be made to include Last turn's trade with this empire. This would represent value added trades. For example, we ship raw materials (cotton) to China and recieve manufactured products (clothing) in return. The amount of profit on manufactured products is based in part on the amount of raw materials imported.
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Several arguments were advanced on how the calculations are being made for combat accuracy. In my mind, this is more a problem with semantics. As with anything, there are many ways to go about it. Different methods make for different results. What result is being sought? It does not matter so much how things are accomplished. What is more important is that there are clear examples of what is going on so that one person's prior understanding of the language deceives them as to how the game engine works.
On the other hand, it is an excellent opportunity for more flexibility. Perhaps there should be a suite of targeting components that add percentages and another that multiply. Balancing these against their costs will give the Space Empires community something to argue about for months and months.
If both additive and multiplicative modifiers are used, the order in which the modifiers is applied becomes important. This could lead to yet another level of flexibility for modders ... Early Mult.... Early Add .... Late Mult... Late Add...
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Randomized variable damage is not so important in large battles. If the number of ships available is reduced considerably, this may be a must. In a large battle, the averages will work out such that fixed damage gives essentially the same result. In small battles, it can have a bigger infulence on the outcome.
Also, if real time combat is implemented, the variable damage may be more important to have.
I am not sure I like critical hits because they can have a very large impact on the game if they happen early in an important battle.
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Leaders could add an important facet to the game. However, I think they are already simulated with training facilities.
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One ship fleets.. Please don't disallow this. I use it to note the fleet mission so I can remember why they are headed where they are headed.
As for gaining fleet experience, I see that this is a problem, but not as important to me as being able to mark a transport as "Picking up oxygen breathers" (or actually "Get Oxy")
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The talisman has been a source of much comment. I would like to see it in the game as a large improvement to accuracy, but not an absolute 100% hits every time. Nothing is perfect. How do we know that the gunner did not have an impure thought during the Last 'shore' leave?
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AI Considerations... I have lobbied for the ability to write our own AIs. If that is asking too much, here is a second request. Make the game file distributed to the player have only the information the player is aware of and publish the format as well. Then, as Lisif Deoral suggested, you make the .plr file be simple text commands. These two acts would allow anyone who wanted to to automate their empire if they were really motivated.
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Real time combat .... I have no urge to play out battles in realtime. Others might and more power to them. It would be neat, however, to be able to watch a movie of your combats. Especially if the ships were following your orders intelligently.
(BTW, I love Starcraft and even enjoy Warcraft - I just don't have enough time to play this game that way)
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Squares, Hexes, Movement Points.... I would like to see no grid at all. Probably asking for too much, but it would be nice. Fleets, Ships, and Units would need to react to nearby enemies for this to work.
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Communication Lag - Wonderful idea. However, for it to be really useful, the units should have a bit more intelligent autonomous activity. Better AI or scripting would make this workable. Otherwise, it should be an option only. It will make Mount Learning Curve too steep to climb for new players.
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Quickies
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Ability to save orders mid turn - YES, PLEASE!
Moveable windows - YES, PLEASE!
Ability to do most things from the keyboard - YES, PLEASE!
All lists remember their positions - YES, PLEASE!
More filters and sorts on the lists - YES, PLEASE!
Foreign Ship Log - YES, PLEASE!
In game option to select a mod - YES, PLEASE!
Wrap around tactical combat - NO!
Extended tactical range or allow disengagment - YES!
Incorporated PBW - YES! (although the way it works now is fine)
Fog of war includes the names of my planets, ships, etc. - YES, PLEASE!
Inserting a carriage return when
closes the window could be done with
Carryover for shipyards - YES, PLEASE
Ability to load or unload less than the full complement of any cargo - YES, PLEASE
Customizable, printable, and exportable (to spreadsheet) reports - YES, PLEASE
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Bizzare? - bound to cause flaming
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Perhaps FTL travel that does not use warp points could be added as an option.