I have quite a few suggestions for updates / expansions. The game is great as is but more stuff cant hurt. While many people myself included would like more ships and maps some actual gameplay changes might be nice. In no particular order
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Colonial Enemies in Skirmish -
Something missing from the skirmish / is the possbility of fighting colonial opponents. This would be a nice feature i think.
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Skirmish / Multiplayer -
Another adition for this that would add some gameplay veriaty is new game modes and settings. Game modes could include
- Deathmatch - Standard skirmish / multiplayer mode
- Territories - keep a ship in a specific zone to capture it and gain points
- VIP - Each team has a 'VIP' they must protect, the goal is to destroy the enemies VIP to win
new settings could include things like amount of players for 1v1 , 1v2 , 2v2 , 2v3 , 3v3 ect
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Resources -
Some people feel that it is too difficult to get Tylium and Requisition points and thus that the strategic pace of the game is too slow. To fix this there are a few things that could be brought in for an expansion or update. The simplest would be to increase rewards for missions but perhaps a better fix would be to add more ways to gain resources. For example giving the player the ability to build Mining / Refinary ships and or stations with ships being mobile but not producing as many resources as stations where as stations would have a high output but would be vulnerable [ these exist in canon so this would be lore friendly ] players could build these and station them at a planet gaining a certain amount of resources depending on the world and amount stationed with there being a cap on how many can work on a single world [ say 2-4 for moons 4-8 for planets ] This resource mechanic would also allow for new mission types, these being looking for and destroying Cylon resource operations giving new variety of missions and more ways to impact the strategic map. I imagine for the purpose of being attached to fleets these resource ships would not add to a fleets req count.
A new officer ability could be added which increases Tylium income and or Requisition of the Planet / Moon he or she commands.
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Maintenance -
In game ships have a maintenance which drains on your income i think we could make this more interesting by adding 'support ships' to the roster. These 'support ships' would be none-combat craft would lower the maintenance of any fleet they are attached to. I imagine that do not add to you're fleet req cap due to being unarmed and lightly armoured. This would i feel add to the experience of controlling a full military with the non-combat ships also being reminiscent of the fleet from the series.
A new officer ability could be added which reduces the Maintanance cost of the fleet he or she commands.
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Ship Customisation and statistics -
We can only have up to 7 ships in a fleet and while the ships are all well designed i think that with such a small fleet size we should be able to customise them somewhat. This would make players more likely to get invested in their ships and want to keep them alive much like the Xcom series. Customisation and upgrades would also allow early game ships to remain relevant late into the campaign.
- Upgrades / Refits
Straight up improvements to specific ship sections and modules [engines, hull, weapons ect] which would just improve them for a cost. These upgrads could also be used to unlock more weapon slots on a ship [we see many ships hve spaces for guns but do not have them, this upgrade would provide a balanced way to up-arm your fleet].
- Crew / Captain
A Subset of officers. Crews / captains would gain experience through battle which would allow you to asign skills / specialties to them to increase the effectiveness of a specific ship.
- Weapons
Each ship has turrets we should be able to swap out turrets for ones of different types to change the effectiveness of a ship in different scenarios
- Hull
Choose the thickness of your hull, 'Light' or 'Stripped down would make the ship faster but would reduce armour value. Default would be normal while 'Heavy' or 'Reinforced' would increase armour value but decrease speed
- Engines
Specialise the ships engines for specific use. Either 'Default' which is mid ground , 'Acceleration focus' which allows it to move much further in straight lines but reduces the turning radius or 'Agility Focus' which decreases how far it can go in a straight line but allows for a much wider turning circle.
- Visual Customisation
Things like colours, decals and other things which could be used to personalise ships and fleets in campaign or multiplayer.
- Statistics
A Page which keeps tracks of the ships kills, missions logged, damaged dealt or taken and so on.
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Environmental features / new obstacles -
The game has plenty of these weather they be stations or asteroids but i feel like more could add to map variety a bit.
Debris -
Ships explosions look good and debris are pretty cool, but it would be nice if the debris actually caused damage / destruction if they hit something giving reason to avoid those hulks. Debris are a major potential threat in the series as we see when the Pegasus's flight pod is blasted away from the hull and destroy a basestar.
Minefields -
High explosive obstacles which detonate when ships get near. Some variants might be magnetic / self tracking and will require some thought to avoid.
Nebula -
Gaseous clouds which could effect sensors, damage ships, reduce accuracy, shut down guiding for munitions or some other status effects. Different Nebula could have different effects shown by colours
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Structures -
The ability to construct stations/structures around planets would be nice and would add a new layer to the game. These structures would provide a nice bonus / support in either the tactical or strategic mode. Locations with more support structures would be more likely to be attacked. Each structure would have a limit on how many could be built over one planet / moon Some structures could include. Structures would show up on the tactical map and would be prime targets for Cylon attackers and would give more incentive to prevent assault. This would also allow for new 'base assault' type missions to hit the Cylons where it matters.
- Tylium Mine
Increases income of the planet/moon its built around with certain planets / moons having different boosts based on how 'resource rich' they are.
Economic Structure
- Colonial Outpost
Increases the amount of Requisition point income of the planet / moon its built around. The higher the population the more Requisition points they would provide
Economic Structure
- Fleet Academy
Produces more and or Cheaper officers. Other bonuses could include officers starting at a higher rank or officer levelling up being cheaper.
Economic Structure
- Search and Rescue Facility
Increases / allows for the chance of an officer to survive an attack in the system its built and be returned to Daidalos station.
- Shipyards
Support shipyards decreases the cost and or time to build of ships for Daidalos when it is orbiting their planet / moon.
- Small Strike Craft Hanger
Holds 1 squad of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure
- Strike Craft Hanger
Holds 2 squads of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure
- Large Strike Craft Hanger
Holds 3 squads of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure
- Missile Platform
Munition platform, powerful with its weapons but once its ammo is used it's useless for the rest of the mission. Holds a single Munition type. Defends the planet / Moon its built around
Defensive Structure
- Heavy Missile Platform
Munition platform, powerful with its weapons but once its ammo is used it's useless for the rest of the mission. Holds two Munition types. Defends the planet / Moon its built around
Defensive Structure
- Point Defence Platform
Cheap weapon platform with a handfull of light anti fighter / munition guns not very usefull versus ships. Defends the planet / Moon its built around
Defensive Structure
- Gun Platform
Cheap weapon platform with a handful of guns good for deterrence versus smaller ships. Defends the planet / Moon its built around
Defensive Structure
- Heavy Gun Platform
Expensive weapon platform with a handful of large calibre guns good for deterrence versus capital ships. Defends the planet / Moon its built around
Defensive Structure
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New Ship Classes
- Modern BSG Ships
Ships from the series era the Mercury and Valkyrie Battlestars the Berzerker and Defender Gunships for the colonials aswell as the more modern Cylon ships.
- Resource Collector / Mobile Refinery
A Unit that would only really be present in the strategic map, would show up in battles but has no real defences of its own and would need to rely on escorts to survive an attack. Due to a lack of weapons and low armour it wouldn't cost any req / command points to add to a fleet, taking it into a fight would be more of a liability then anything
- Support ship
None combat craft which reduce the maintenance cost of ships. Due to a lack of weapons and low armour it wouldn't cost any req / command points to add to a fleet, taking it into a fight would be more of a liability then anything
- Repair and Resupply ship
Unarmed and unarmoured ship which can repair allied ships in battle, Rearm spent ammunition or Rebuild destroyed fighter squadrons. Limited supplies means its utility abilities must be used sparingly and only when needed.
- Dropship
A troopcarrier type strikecraft / fighter which would board enemy ships and do damage over time with the possibility of them taking over the ship or forcing a self destruct if enough are deployed [ Lore friendly as the Colonials do this in the series, boarding a basestar to plant a nuke inside while the cylons board the Galactica at multiple points in the show ]
- Bomber / Gunship
A Strikecraft / Fighter designed specifically for fighting capital ships, no good vs other strikecraft. To balance its firepower they may need to return to a capital ship to rearm / reload after each attack. To further balance them out Bombers would be relativly slow with some decent [for strikecraft] armour giving you some
- Light Corvette / Scout
Something smaller / faster then a manticore or Nemesis with only a single weapon or handful of light weapons, not suited for combat but incredibly fast and manoeuvrable. This ship would not have a fighter slot or ammo slot making it rely on speed and conventional weapons to get the job done. The Scout would be about 1/2 to 2/3 the size of Manticores
- Light Artillery Gunship
Armed with nothing but a single munition slot, this cheap 'disposable' ship would be designed to hit hard with its munitions then run.
- Destroyer / Frigate / medium warship
Smaller than Revenants and Minotaurs the destroyer type ships would be mid-sized dedicated warships with its size being between a Adamant and minotaur.
- Troop Ship / Marine Frigate / Centurian Frigate
A Large lightly / unarmed ship. It would act like a larger dropship, attaching itself to enemy ships in order to take them over or sabotage them. This ship would have a high amount of risk vs reward as it would be defenceless when boarding and a prime target when trying to capture an enemy ship.
- Battlestar Refit / End War Basestar
We see the Galactica in Blood and Chrome bristling with new weapons and heavier armour. I imagine this was a refit of the standard Jupiter seen in this. This could be the 'ultimate' cylon war ship classes which while expensive would be better overall then their early war equivalents.
- Colonial Demeter
https://cdna.artstation.com/p/asset...2 ... 1459989424
- Colonial Alert
https://cdnb.artstation.com/p/asset...l ... 1459989466
- Colonial Hornet
https://cdnb.artstation.com/p/asset...a ... 1459994825
- Osiris Class Light Battlestar
https://cdna.artstation.com/p/asset...r ... 1460051757
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