I agree with the comments, but overall the concept is nice, feels like a space dog fight from bsg or star wars, but in pixel form. I like the fact you can take the battle keep it tied even at level one and make it so the field has multiple cap ships. But truthfully. You want your game to work to not break your consumer/gamer communities computers, that's us dude. Set limits, make rewards, redo the tech tree, change some dynamics and I'm sure a lot of people will play your game, but most of all, don't give in or give up, keep moving the ball's goal further a field.
Oh I had a feeling coming here, would be yet another fuktard who comes to the home of free internet games. Oh I wish we were still in the good days, you know, Mud and Blood 2(being made by a god of course), and Warlords, so on and so forth. These pay to play, pay to win now exist everywhere. I really don't want to complain, but say, you are hurting yourself more then you are hurting us, the original world of free flash gamers and old school devs. None of us are threatened by you, and your bullshit.
I think the only issues, is balancing, between turns, money, enemy consistency, and costs vs demand. There should be an overal difference between war mode and story mode, for instance story mode should have less battles, to give time to building. War mode should have more money not per round, but checkpoints, where the money goes up, from +1, +3, to +5 etc. .
@qata, yea i know, hexa'war, hexa'gaming, and the forclusion of using old school graphics from Age of Empires, is always fun to see, somewhat useless, in games based entirely on the same concept of the last ten years. The concept of, number+tech+level=win. Nothing has or ever will change until the usual gameer/dev, says enough is enough, "I'LL SHOW YOU HOW TO MAKE GAMES!
Wow I hope you develope this more, add more features, also this game needs a compound where you can take civilians, scientists, and pilots. It'll be cool as will if there was a recruitement cabablity, such as reg police, SWAT, then later on Spec Ops. The game needs more squads, and or better units per squad, there should be a system such as money, supplies, funds, or points, to get more units, upgrade existing ones, and upgrade defenses. I have a few ideas for the game myself, I'll write you, when I can.
Man talk about a shit load of problems, it's a great concept, walking hand and hand with broken mirror's engine, but there's alot of problems. For one, you can't learn or train you main crew, with simple nav, combat, away party, or trading training. There are no stations on which to build more ships, the targeting system sucks right now, won't lock onto offensive targets, but instead get's you in trouble with local targets close by, that you never attacked. When you leave the screen after a jump, the fire control on weapons stick, so you'd have to push all fire buttons down to stop sticky firing.
There seems to be no true tactics or strategy behind this game, and the enemy rarely attacks the system your in, or threatens you. It took three hours for me to gain enough money to buy a dreadnaught, Temptest class, and then I was pretty much indestructible. That's all I got for now.
big problem in game. there needs to be an end, or at least a start of new planets, and if there is a start for new planets, after the fifteen. Then you should be able to keep your upgrades, ships, armor, and effientcy, and there should be some sort of upgrade for fighter/cruiser accuracy.
extremely interesting game, sort of the space version of mud and blood 2, less controlled which needs work. I'd say you work however on-
Control of main ship manuvers;
More ship designs;
More mothership upgrades;
Newer designs for mothership;
Tweak the battle hud as will, health, energy, shields etc.
That's all I got for now, and I know itll take time.