Very nice initial posting. Thanks for starting this discussion.
Recently, in a small group that I discuss Starmada issues with, a topic of similar theme came up. The basic question boiled down to this: does Starmada offer the sorts of give-and-take choices to the player -- in the game phase , not in the design phase -- that make for interesting battles?
The answer is many-faceted, and likely to be arguable no matter where you land. But, in my humble opinion as a great fan of this game, the answer to this question is not as many as it should.
The number of choices made by the commander -- in the game phase -- is limited to "where do I move?" and "whom do I shoot?" And this is about it. So lets look at these one at a time:
(1) Where do I move? The problem with a game like Starmada in this particular choice is that, given the formulae used to design the ships in the first place, the definition of a "quick" ship in Starmada is about 5 or 6 hexes of movement once you get into the ships of hull 5+. Below hull 5, you have some more speed that can come into play. But the bulk of your firepower is wrapped up in ships that are moving slowly enough that accurate predicitons of movement are highly likely.
(2) Whom do I shoot? The problem with a game like Starmada in this particular choice is that, give the fact that the game (by default) allows all weapons a firing rate of at least one shot per turn, at no time are you trying to decide if firing this turn is a good idea. If an enemy is in range -- fire! Always. Never hold back. Never wait for a better shot, because if the better shot comes, you can shoot him again.
So, I have to say (again, stressing that this is despite my love of the game) the number of potential tactical choices that can be made (under the default conditions of Starmada) is drastically limited. This is exacerbated by the certain additional design philosophies that are built into the game:
(3) Universal Defenses: When I have shields in the game, I have universal, omni-directional shields that come down at a uniform rate. In other words, not via design nor via battle damage will I ever have a weak side of the ship that needs to be protected above and beyond the others. Granted, there is the screens rule; but (in my humble opinion, and in my experience), screens are among the more abusable rules in Starmada. Set up 12 screens (at the cost of 3 shields) and you effectively have shield 4/4/4 on the front three zones; move up to screens 16 (at the cost of 4 shields) and you have 5/5/5 on the front zones with a screen to spare... if shields were designated and fixed in given directions (ie: I had 6 different shield ratings that protected and were damaged independently) then things might be different. I might have a weak shield that causes me to have to maneuver to keep the stronger remaining shields at the enemy.
(4) Forward Arcs: The game treats any and all arcs as equal. And this is demonstratably not true. Consider: in the formulae for the OCV of a weapon, the range of the weapon and the engine rating are combined, as a method of incorporating the additional range a good movement score will grant a weapon. But this is most effective for the AB arcs, less effective for the CD arcs, and have relatively little impact on the EF arcs (if at all). Combine this with the low movement rates discussed above, and you have the core reason so many home-brew ships have every single weapon in the AB arc.
(5) Simplicity: Dan has created an amazing game that is simple, and as advertized, is not simplistic. However, simplicity and depth are at odds with one another in game design. One can go too far and become too simple (how many people continue playing candyland after the age of 8? How many tactics manuals could be written for that game?); just as one can become too deep (Star Fleet Battles has a compiled, complete rulebook that is over 500 pages with options for its options; The initial investment in time to learn the game can be tremendous.). However, if anything, the gaming world has proven that it can strike a balance between simplicity and depth without becoming too complex. For example: Chess.
In Chess, you have 6 different pieces that have 6 unique sets of simple rules that define them. You have a fixed playing field (8x8 checkerboard pattern). You have a fixed starting condition (piece locations). You have two basic mechanics in the game (move, capture). You have one basic restriction rule applied (blocking). And you have a handfull of "advanced topics" -- pawn initial movement and en passant; king-rook castling; pawn promotion.
From these simple rules -- which take up no more space to write than the current Starmada X rules (minus the design rules!) and yet this is a game that has a depth that has taken centuries to explore. And some people claim today, it has not been fully explored, even today.
So what conclusions can be drawn?
Starmada is a good game. Starmada has the potential to become a great game if Dan wants to make it one. But he has to be willing to push the envelope a bit, and see how far the basic framework will let him go.
And from what I have read, and from the conversations I have had with Dan... I think he is not only willing... he is ready.