It would be interesting to see higher numbers on the hull bonuses, something noticeable, like:
Empire: +25% shields, with built-in power plant (say 20 power on a given cruiser).
Tribe: +70% hull integrity, no armor penalty, -25% shield penalty
Rebels: +20% speed
Alliance: +40% armour bonus
Federation: 10% bonus on hull integrity, shields, armor, and speed.
Every race should have available a 2-weapon (hardpoint) fighter hull. Every fighter hull should have at least 1.5 power (with 1.0 power, you have to put in a power supply just to get a rocket launcher with your engine).
The Empire should either have smaller footprints so as to be able to better ‘pack together,’ or they should be given more modules on their current designs. The large, low-weapons hulls they have are the least useful cruiser hulls in the game. Their strength is in cheap fighters, but beyond that they don’t have a lot to offer. I find the Empire to be very difficult to win with. I’ve not played much as Federation, but Alliance and Rebels are better than Empire.
Alliance has a 9-hardpoint cruiser hull. This makes them the spam kings.
Rebels have good speed in their fighters. They have the great, Atlantis bomber hull as well. Their cruisers are potentially fast, but are usually weighed down by shield/armor modules.
Tribe has the best cruiser speed, and the most robust fighters. I would say that Tribe need access to shields. Putting a shield on every cruiser automatically mitigates any potential opposing rocket fighters. There is no simpler countermeasure which so drastically cuts down on an opponent’s options, than simply adding a cheap yellow shield generator to every cruiser. If you took out the tribe’s ability to field shields in any way, shape, or form; then the tribe would be building cruisers loaded with anti-fighter weapons. The tribe would go from ‘first to worst.’ Anyway, I think their hitpoint bonus is a tad high, but see no reason to penalize their armour. Armour simply isn’t that great. Making it -50% is the same as making it unfeasible; so there might as well be no tribal armour. Take away their shields entirely though and you have one race with no quick and easy countermeasure to rocket fighters.
On the idea of custom weapons for every race; there could be one race-specific equivalent for each of the 3 main categories; beam, kinetic, and missile. In a given race’s area of specialty, they could have even more variants. I like the Tribal-specific weapons, and the Empire, Alliance, and Rebel-specific ones. Perhaps they could be made more effective, such as the tribal cruiser howitzer, or the Alliance lightning beam (just give that one a bit more range).
Maybe start the game out with the basic weapons which are shared by all races. Make the race-specific ones unlockable. This would make things less confusing to the beginner.
Get rid of module ‘upgrades’ which take up screen space and are barely incremental in their increased effectiveness. Instead, have gratuitous upgrades, which cost a lot to field in a ship, but have noticeably improved effectiveness over their standard-version counterparts.
I’d also like to see more unbalanced cruiser hulls, with either ‘too many’ hardpoints or standard modules. A Rebel cruiser hull with 16 standard modules and 4 hardpoints could be a very interesting speed ship. A cruiser with say 15 hardpoints, and 4 standard modules would be nothing but a weapons platform. Maybe dole such extreme designs out amongst the races, depending upon what their reputation is. The 15/5 hardpoint/standard hull of the Empire is an example of this as it already exists. Again though, the Imperial frigate/cruiser hulls are too big for their number of slots. It might be interesting to see that same 15/5 Empire hull as, say a 22/4 or something like that.
As it is, the game is very well-balanced. That is to say that it could be a lot worse. Leaving the question of modules and hull changes aside, a few minor tweaks could probably balance this one within the format that it’s already in: 1) just a little less hitpoints for the Tribe 2) dual-weapon fighter hulls for everyone 3) either more module slots, or smaller footprint for the Empire ships.
Currently, the Tribe is the easiest to quickly build a powerful fleet with. It seems they have more ‘margin of error’ than other races, which so often must have their fleets ‘fine tuned’ to a given situation. The Alliance and Rebels are more of a challenge to field, and this is what makes them interesting. I imagine that the Federation is about the same as those two. The Empire is indeed the redheaded stepchild of this game.