I think this thread is going to start bordering game design theory, but a mod can move it if they deem in unfit for this board.
Quote: "I like games who are very complex and in depth and isnt all about building and charging really.."
Well I also like this idea, I like to have to build every section of my empire or nation, fleet etc. My thought was to have lots of non-vital, but very beneficial micromanagement in the game. For example, I was thinking you could chose which officers you place on what starship/starstation, and each officer would get experience relative to their post. Diplomatic ships would give their officers diplomatic experience, combat ships would give combat experience, and so on.
Experience of the crew could sway the balance of any encounter. I would make an optional 'Auto-Select' for those who just like to get started with the shooting, but crew selection would add a totally new aspect to the life, and death of each ship. The loss of a single flagship could mean the loss of your most experienced captain!
Quote: "I also like large scale battles, especially in space battles"
Don't worry, I am building my game 'engine' to be able to handle over 10,000 units in a single game, obviously the amount that will actually be seen on screen will depend on the gamers specs. I share your love for large scale space battles, nothing like a bit of tactical torpedo exchange in a asteroid filled explosive gas nebula.
Quote: "I think an idea for you would be to create colonies style game play"
There will be colonies, they will be vital for gathering resources to build starships and new technologies.
Quote: " at random intervals when someone reaches a milestone like 500 fighters initiate a battle ground victory point somewhere on the map"
I'm not so keen on this idea as it feels more restrictive than letting the player do what they want with their own diplomacy, combat, tactical and trade skills. I want the game to feel very open ended and not controlled.
Tell me what you think.