Finally I think to look for a board for GSB and I find this. Tons of things on my mind, but for now, all I’ll add to this is an opinion from the other side of the coin: things that should NOT be in GSB2.
1: Modules that are so similar as to be almost indistinguishable or even inferior, except in the most niche cases (i.e. proton beams-ONLY a better choice if your opponent has LESS THAN 73 armor, but more than enough to shrug off everything else)
2: Modules that are inferior except for a single value in a meaningless quantity (i.e. frigate turbo shields–7 more shield strength has NEVER mattered for all the increased requirements and other inferior stats; why does this exist?)
3: Modules with identical names (i.e. Federation fusion beam, Rebel fusion beam.)
4: Modules, most commonly fighter modules, that are only even legal, much less viable, on exactly one or two setups for exactly one or two races (i.e. fighter pulse laser; does anyone ever actually use this over a regular one? can hardly make a fighter that can actually run it, much less win with it. Also, Swarm micro-targeting booster. Really? This is a thing?)
5: Race-specialty modules that are basically outclassed by more than 75% of available choices (i.e. swarm disruptor beam; awesome in concept, never worth the requirements in practice, and yet it’s swarm only. Devalues a race choice a bit.)
6: Ship hulls that have no clear build options or are clearly inferior to other choices (i.e. tribe heaven fighter. FIVE modules and ONE weapon? There is no reason to ever use this hull. I still can’t even conceive a useful build with it. Nobody appreciates a noob trap like that. Also, Fed rabbit cruiser. WTF.)
7: on the flip side of no.2, modules/ships that are clearly SUPERIOR to other choices in 90% of cases, even race-specific ones (i.e. nomad missile launcher. Faster, longer range, comparable damage and performance to every other missile launcher in the game by far. Even as a race-specific, this probably wasn’t a good choice. It’s the most important weapon in the nomad arsenal for only nominally higher requirements.
8: modules that require other modules to work properly, or to even be usable (i.e. point defense scanner. has to be used with point defense or scramblers, does nothing at all on it’s own. I never take up the slots with one; just get more ships with PD instead of wasting the money. Perhaps just make more PD type modules with a better differentiation of accuracy stats. This would reduce clutter and unused game assets. Also, anti-fighter missile launchers. Highest tracking in game, still misses fighters with engines less than 50% of its tracking speed, has to combo with tractor beams. Again, WTF.)
9: A campaign mode that neither presents clear rules, nor (seemingly) obeys them. Threat 100% is taken to mean an attack IS imminent at any time. Until that time, there shouldn’t be much chance at all of an attack, or at least not an overwhelming one. However, multiple times I have lost a planet due to willing temporary sacrifice or error, and seen up to FIVE PLANETS taken BACK TO BACK, literally one turn apart each, which were previously under zero threat whatsoever for a dozen turns or more, ending in a single turn a campaign which had seen almost half the map conquered. This is neither fair nor fun. Explain the rules of the game so we know they’re being followed fairly, please. It’s fine that campaign mode is supposed to present a challenge, but the difference between a challenging game and a punishing one is very important. If this is working as intended and there are hidden rules to the campaign mode, then there need to be in-game ways of discovering and defining them. This is called a challenge. Otherwise, it’s just frustrating with no redeeming fun factor.
10: Inconsistent victory conditions, especially in the campaign. Nothing, and I mean NOTHING, raises my blood pressure about this game more than seeing it refuse to surrender a 100% guaranteed outcome. Just had four nomad plasma equipped cruisers sit at optimum range versus three outcast anti-fighter cruisers with over 70 armor and orders to sit outside their own firing range. TWENTY MINUTES LATER, they hadn’t fired a single shot at me, and all three were destroyed due to the targeting behavior allowing the damaged ships to limp away. It should clearly have called the stalemate in my favor long ago since I had a larger fleet, took no damage, chipped them down and had 0% chance of losing, but it held out and denied me any salvage at all. Lack of vulture orders and targeting algorithms be DAMNED; It was perfectly countered and it knew it. That is the AI being a sore loser in the extreme.
Some of these are nitpicks from a would-be game designer myself, and some are just mind-blowing oversights that alternately raise my eyebrows and bring me to laughter. Just a few “oopsies” to think about for the future. I love GSB, but there are things about it which I distinctively despise; it’s likely that they infuriate me all the more BECAUSE I enjoy the game so much. I dare to dream of a sequel that addresses these oversights and evolves into a sublime strategy experience that just can’t be faulted and begs to be played by all. Regardless of what’s actually in store, I’ll be paying a little closer attention to this board now; my interest is piqued and I hope for the best.