I've never posted before, but it's nice to hear someone else has come up with similar ideas.
Fighters are rarely useful as is. You can pack large firepower cheaply on a small hull but any fleet of larger ships designed with even mild defensive capabilities beats just about any fleet of equal logistics that uses fighters, unless you have a
massive tech advantage. Even when you mix only a few in among larger ships to try and get a weaponry advantage and rely on the selfish herd defense, they still get picked off easily because of the low HP and essentially zero defense, still waste $$$ and several turns to build up again and are a b*tch keeping track of in terms of sending back to the front line/to the appropriate fleet, even using rally points. Furthermore, the combat AI doesn't factor in that smaller ships = harder to hit. So really, what's the point? I love fighter combat, consider myself a vet strategy games player and have tried to make them work. But particularly on higher difficulty levels, they simply aren't so cheap and easy to stack firepower on that they offset dead-in-one-shot and worthless-in-an-equal-logistics-battle-vs-fleets-of-larger-ships.
So I say just cut out the middle man. Nobody says
you need to use carriers, but make them an option for those of us who think they'd be badass
"how would a weapon steal a trade good"
--> Tractor beam? Beats me. I'm just saying the concept of one shot wild cards would be a nice twist on what is essentially paper,rock, scissors at the moment. We're talking about advancing a concept. The advancement of paper,rock, scissors would involve introducing a new element to the combat system...why not special weapons?
The Space marines/assault shuttles would be the hardest to implement I'm sure. The spy/defection idea sounds good. Basically I just want a way to steal enemy ships, because that's how I roll. If you want to steal his plans and build your own, I'm cool with that. I'd rather steal the keys and turn his own guns on his homeworld. bwahahah.
Hero units with avatars would only get out of hand if they were allowed to become absurdly powerful, which was their downfall in other games involving them like MOO2/MOM. I'm talking about minor buffs, limited levels of advancement and a limited # you can possess. Again, nobody would say you'd have to use them. They'd be balanced by the cost they have to your economy to pay their salary, which would increase with their level.
You could play MOO2 to get a lot of these features. You could play a lot of similar games and get a lot of similar features. As you say though, this is Brad's game, and I'd like to see Brad perfect features that I think could be largely improved upon from MOO2 and other games. I also like both Features 1 and 2 that dweller_below suggested above, although they are nowhere near as important or cool as my suggestions