1) The map-size for tactical combat is quite small. If I try running away from an enemy, I quickly bump into the 'edge of the map', and then to it's corner.
Being a space game, I find this artificial edge somewhat inappropriate. Is it a problem to make the map infinitely large, or maybe make it wrap-around (going through the top brings you to the bottom, left edge connects to the right edge).
2) In Master of Orion 2, it was possible to rotate your ship without moving it so that it would face a certain direction by right clicking on that direction. Here this simply tries to move the ship to that destination. Is it possible to order the ship just to rotate (i.e. so that a different face of the shields get hit)
3) Could we get the ability to plan the initial formation of our fleet? Or maybe at least have it automatically place short range, well armored ships in front and long ranged ships at the back? I'd also want to be able to have my ships come to combat facing a different direction (i.e. missile ships ready to shot and run, rather than have to spend the first turn rotating away from facing my enemy....)
4) Could it be workable to implement a momentum to the ships, so that their movement would be more like the movement of ships in Star Control 2 melee combat, with rotation being independent of movement.(The ship could rotate to have its back facing its direction of movement for example.) The ship at the beginning of a turn would have a velocity in addition to position, and so the cloud of possible places to go to would be centered at a continuation of movement with this velocity, with additional acceleration that would change the destination.
5) Might it be possible to have the initial distance between enemy combatants change due to scanner techs, so that at low tech we don't have to waste turns moving towards the enemy, while at higher tech we could destroy the enemy ship at a huge range before it gets anywhere nearby.
6) Regarding warping-out to escape combat: I wouldn't want it to either be too easy, making some combats just a boring affair of knowing in advance you cant get to the enemy, as it will escape, nor would I want it to be impossible for scouts to escape any armed encounter. Instead I would want there to be some suspense, as the question of escape would depend on technological innovations (i.e. faster escape warp drives techs/systems, more stable warp drives that cannot be interrupted by enemy fire etc.) and maybe on some random environmental combat effects. Could there be some kind of randomly generated patches of 'easier to bend space' that you have to get to in order to escape?
7) Are missiles supposed to move both during your turn and during enemy turn (essentially moving twice on each turn)? Missiles seem too fast: it seems like all ship movement has: full stop / acceleration to full speed / decceleration-to-stop, while the missiles are moving at full speed even in the initial acceleration phase. Making missiles really difficult to avoid by maneuvering. Also, missiles target your 'destination' rather than your 'current position'. Kind of like they're reading your mind. Finally, missiles disappear when their target escapes or dies. They could lock on to another target instead.
8) Is there a way to ask the game to direct me to the next ship that hasn't been issued orders yet? or some graphical indication as to which ships have and have not moved?