I agree. Personally I don't think it is 'gravy', with good huds (research and buttons), good main view icons and race voices it makes a mod distinct from the original game.
I was thinking specifically of the windows and overlays all having the Tec look and feel. I agree though it's a bare minimum to have good research buttons, icons and voices to make the race distinct. I'm nearly there with the Plague race, just need to finish the structure models and add in the voices (already have the script layed out).
What targets do you typically zoom into? I'm not particularly interested in close-in fleet battles as I haven't got weapon controls like say the game 'Sword of the Stars'.
I play online too occasionally so it helps to micro select targets to reducing the amount of turning a ship has to do to engage. Controlling battles from the empire tree may send your fleets to areas you didn't intend.
As you can appreciate there are many other options like making all caps (including Dreads) to be 'roughly' the same 'power' ... as you have done
Actually this is specifically what I changed as unmodded sins has all capital ships about the same which means only abilities separate them. I moved the stats up or down quite a bit based on role type.
What we have found with Dreadnoughts is that by making them super-powered (x4 normal cap) it's impossible to balance the AI's use/manufacture of them
Yep, I've read all the posts in this regard and didn't want to have the same issues. My goal is to make the AI atleast function as well as it can. In general I made battleships 4x stronger with weapon damage, gave support capitals more AM, gave siege capitals 3x more sieging power, and gave carrier capitals slightly more squads (Tec gets 1/2/3 turrets per level plus an additional squad), colony capitals got small tweaks. My fortress will be a mix between a battleship and support ship with no sieging abilities to make up for the increased stats.
In short I was intrigued by you approach for Dreadnaughts and wanted to implement a similar concept in my mods and am using your lessons learned as a guide. My primary concern is replayability and diversity with capital ships. I don't personally want to have all Dreadnaughts using my capital ship slots. My approach atleast in my mind provides incintives to the human player to build other classes of capital ships.