Hmmm...tempting. I guess I have a lot of ideas in store, but I'm not sure if an expansion is the great plate that these changes would be best served in. I'm more happy if it came as a sequel.
I'll just plop in what's at the top of my head right now. I'm taking into account Sins of a Solar Empire's selling point ("Real-time strategy. Unrivalled scale.") so this list may appear way too ambitious. I'm sorry if it could offend some.
For ships, ship combat, defenses:
1. moving, tracking turrets; players can see which guns are focusing on what target, and what new targets they are acquiring by instant visual recognition; supposed to work well with number 2, I suppose:
- opens up the possibility of implementing batteries (e.g., an entire set of turrets);
- one battery may be subdivided into independently firing guns, i.e, each gun tracks a target of its own, even as enfilade fire; may be reset to unified battery firing depending on ship crew experience and tactics;
2. Capital ships making tactical maneuvers;
- positions themselves so they bring to bear the most firepower upon the their designated priority target;
- provides moving targets and additional depth to epic battles, making the Command Cruiser much more useful when it comes to "added accuracy"; stray fire could count as damage, though I don't know if that's possible even on SoaSE's code currently;
- probably controllable, if possible, by setting the ship's tactics (e.g., defensive, offensive, or support), and its role (e.g., flagship, fleet escort, flagship escort);
3. More experienced capital ship crews efficiently managing fire control:
- As the ship improves in level, the immediate threats of the ship become the priority targets of the gun crew; when ship survivability increases, targets soon revert to the biggest threats in the enemy fleet;
- New tactics are learnt (e.g., broadsides can be coordinated among anti-ship units upon hardpoint targets); makes the research on additional ship crews much more fulfilling;
4. Defense fleet assignments;
- by default fleets can be moved anywhere at the commander's behest, but fleets can be assigned as a "defense fleet" to a certain colony/world;
- if psidar detects incoming hostiles, contingents of the defense fleet of the world under imminent danger will automatically set course for the world they are to protect;
- imagine the feature as a collective distress beacon response protocol;
- upon review of the preceding notion, homeworlds can be assigned a defense fleet, or the option to marshall the empire's entire fleet (no matter where they are) if the threat level of the forces that arrived (note: arrived, not incoming) are beyond the planet's current defense strength (might be great as a military tech/discipline);
- all distresses can be selectively overidden, or a fleet protocol be set so that none of them become effective (added tactical and strategic depth there);
5. Planetary defense systems, and improved planetary resistance;
- most of those systems that are within the planet remain as structures/systems built in the planet, and not tactical objects around the planet;
- limit to how many can be built could probably relate to planetary health/pop, size, owning race; or developmental tech like tactical support capacity, only its named "defense support capacity" or something (help me out here);
- given that the races in SoaSE's universe are technologically advanced, it's highly likely that they will have certain technologies that they can use against orbital bombardment;
- lots of possibilities to play around with here:
+ polar ion/beam/projectile cannons; placed at the extreme poles of a planet providing the best field of fire laterally on their respective hemispheres (near 360 coverage, no matter if the planet rotates too slowly); polar only, so only two can exist; can coordinate fire or engage separate targets;
= ion disables ships only (might damage, but perhaps not so much as a frigate's laser cannon, ala Star Wars) and thus fires fastest;
= projectile provides explosive/impact damage but reloading is cumbersome so fire rate is normal;
= energy weapons could be given a chance to bypass shields and damage the ships directly, but charge times are long due to power requirements; fires the slowest;
+ STO (surface to orbit) missiles/energy/mass driver delivery platforms; basic stuff, probably Ironclad or you guys could be creative with this one;
+ KSATs (killer satellites - i.e., the Star Wars project or think Uprising/Uprising 2 only they're aimed at targets in space);
= easy targets, probably almost bomber fodder, but because they're created to deny the enemy fleet high orbit (thus they are unable to close in with the planet and commence bombardment) they keep the big boys away and allow other more capable defenses (ships, fighters) to mobilize and engage them;
+ PDGs (planetary defense grids) which could be something like planetary shields, but is actually a field covering the planet/planetoid with an intertwined mesh of energy beams meant to detonate bombardment missiles BEFORE reaching the atmosphere (added strategies here, too - only stops projectiles and NOT energy-based siege weapons); mesh also means that there are holes in the grid and not all missiles are stopped;
+ battlestations, starbases, starfortresses; not really sure how starbases and starfortresses could work for single system maps, but battlestations could be used as weapon's delivery platform and a control for coordinating planetary defenses;
= toughest hardpoint in any colonized planet's defenses;
= requires a celestial body with ample gravitational pull for feasible orbit (planets only, not planetoids);
= orbital movement means that its weapons can be avoided and attacking fleets can hit defenses on other points, though other tactical bonuses are still active;
= might be a great mounting platform for the siege superweapons such as the Novalith;
+ improved weapons platform;
= shielded;
= possibly could be a hangay bay of one race or another; the ones that are not hangar bay types can be given the ability to any location within the planet's current gravity well;
= separate weapon systems for each type of threat: flak/laser/bullet sprays for fighters, bombers; missiles/heavy guns/beam cannons for capital ships;
= fires weapon systems independently, so it can engage a ship and a fighter at once, but not two fighters or two ships;
6. A more accurate class system; something much closer like the following (ordered by comparative size and tonnage - not necessarily by firepower or purpose):
- fighters, bombers
- corvettes
- frigates
- destroyers
- capital ships
- super capital ships
- and so on and so forth, if much larger behemoths should appear in the SoaSE universe
- opens up the possibilities of a more varied class system; planetary CAP, fighter/bomber defense classes, anti-frigate raid classes, capital ship screens, etc.
- lower ship classes can be set as escorts to larger classes; in turn, larger classes become escorts for capital classes, and a full fleet hierarchy is established;
- from the above ship-to-ship escort system, the ability to create full-fledged battlegroups, task forces, let alone an entire imperial armada;
I'm still formulating the rest of the economic, cultural and covert angles, but they need some serious work. I fail at these on GalCiv, to tell you the truth, so what the heck.
I need a coke. Be right back.