GSB has a good engine for resolving space battles. However, what surrounds the engine is flawed. The basic problem is that GSB can only be played in 2 ways
- Playing a scenario
Neither method is ideal. The scenarios are limited in number and variety. The challenges presuppose a best fleet, but given the weapons systems, there is no best fleet, and if there was it would be boring (what do you do next).
What GSB badly needs is more play modes.
- Self-Challenge Allow players to quickly assemble fleets to match against themselves. Although it is possible to do this now, it is highly cumbersome.
- Quick Battle Have the computer generate a scenario from the stored ships.
- Starbases Basically an immobile ship type. Can be faked under the current system, but it should be supported.
- Tech Levels Assign a tech level to each module and use it in the scenarios.
- Different Scenario Types Every battle is currently a fight to death. Different mission types such as escape, protect a ship or inflict damage would create variety.
- Campaign A collection of linked scenarios. If would be more interesting to fight a war. This could be handled simply lik current scenarios, or with explicit rules for ship continuity and reinforcements.
- Player-controlled Flagship It would be fun.
- Better mod handling In the TripleA program (Axis & Allies style game), all files used in a mod can be consolidated into a single zip file. The program looks for files in the zip first, and if not found, in the regular folders. http://triplea.sourceforge.net/mywiki/TripleA%20%20
My first 4 suggestions would require little coding.
What it is not needed is a strategic game. There are plently of 4X space games around, so why make another. In such games, numbers will always beat sophisticated fleet design.