Okay I have a little bit of grunting about the current mod (not the new one being made).
To the makers of SOGE: Why the hell did you make the SSD so hard to kill? I lost a whole fleet I worked rather hard to put together to 1, single type of those ships, only to be forced to max my research, build a max fleet, and only afterwards did I succeed, still with numerous loses. I love using that ship, but fighting it shouldn't have to be next to impossible! Also, what was the point of having a Geo Dreadnought with a superlaser, yet not include the Eclipse Star Dreadnought, the one ship that is SUPPOSED to have a superlaser?! It's a total rip-off and you know it!
I don't at all mind the lack of a Death Star, since planets cannot be destroyed. However, why is there no Millenium Falcon, a.k.a a YT-1300 freighter? There is also no Tie Advance, Tie Defender, Imperial Venators, Jedi Interceptors from Episode III, LAAT Gunships which could be used to steal other ships, and above all, the capital ships don't ever want to get close to eachother. Look at your Providence ships and Venators, those two ship types were designed for close up engagements as well as long range. Yet, I can not get a single one of either to freely choose to broadside, like with Invisible Hand and the Guierrela (Venator from Episode III) did. All the ships do fire broadsides, but only at a long range. Now, this is Star Wars, not WWII and the ships I'm sorry to say are duking it out like WWII ships, firing 'long range' broadsides. Let me also remind you that in Return of the Jedi, the Rebel and Imperial fleets were rather close to one another, even a brief scene showing a Nebulon-b broadsiding with what looked to be the Executor. I say Executor because no other Star Destroyer had that smooth of a side design, and said vessel was taking too long to show it's mid-section.
I don't know if any of these issues will be fixed in the newer mod, I don't even know why you're making a whole new version instead of just applying fixes to the current one (and why is there to be Yuuz-han Vong ships?). I am truly grateful for the creation of this mod, but really, is any of this ^ gonna be fixed? I don't want to know when, just want to know a yes or no. Also, please figure out why ships spam randomly and how to stop it. I've had Munificents appear from nowhere and only stopped the bug by scuttling 'my' ships (3 of them) when the AI made 3 of its own, thus canceling the AI 'spawn bug', same thing happened only yesterday with some Nebulon-b frigates. And do get rid of the Torpedo Sphere, it's really a giant middle finger to see the closest resemblance to the Death Star, yet it's hardly as big, doesn't have a superlaser, best thing you gave the Imps was the SSD, which is turning out to be a pain in the ass.
If the Eclipse is too big to place in the game, just make it the size of the SSD model (yeah make both ships the same size) so we can have both. I mean who really cares for scale? You guys made this mod so that sizes wouldn't effect the game, but in doing so, is anything really to scale? Is the SSD really that big? The Mandator, the Subjugator, Geo Dreadnought, Independence MC80, Mon Remonda, Torpedo Sphere, Lucrehulks, Providence, need I go on? If you must make a bigger shipyard for capitals (at the very least) then do so, I see no reason why not to. To shrink ships that are indeed huge to fit ship yard size is rather a blow to Star Wars.
Furthermore, why did you designate Venators as capitals? There is no way in hell any Venator could ever be considered a capital, it's a multi-role vessel of war, front line battleship if anything, so why should I have to pay tons of res and money for a 'capital' Venator that is the same size as normal Venators and only has more hull and shield points? That is a big rip-off, all Venators no matter what they're for should be in the Cruisers yard. Now about the Jedi Venator, what in the blazes is that? If I recall, a Venator is a Venator, if a jedi happens to be it's commanding officer, it's STILL A VENATOR, yet you lot decide it should be a completely separate class. What special about it? Nothing, you just give it force powers, which in this game is highly unnecessary. Look at the films, or any Clone Wars series, did the jedi ever use the force against an enemy fleet while onboard a Venator? No!
While we're at it, why did you name the Imperator SDs incorrectly? Tector? Honestly, it goes Imperator I class SD, Imperator II class SD, and Imperator III class SD. Guess what, you forgot to add Imperator III! So even if I wanted to make up an Endor fleet, how can I? Also something that really ticks me off, all scout ships by default are to scout the moment they finish construction. I build en masse, hard to keep a fleet together when I got smaller ships zipping away on their own accord before I can send them somewhere myself, so kindly disable all scout ships 'Scout' ability. You know how tedious it is to track down all of them and right-click them into submission? It wastes time, and this is a game where minutes and seconds can spell win or defeat.
There is one final thing that really is beyond annoying. You didn't allow starfighters with hyperdrives to phase jump. Seriously, how dumb is that? I have to wait for them to dock, then the jumps commence? Did any of you bother to watch the films? I mean if anything, all fighters with hyperdrives can make jumps, it's much more efficient than waiting for them all to dock. You even have the Rebel ships doing it, all their fighters had a hyperdrive, yet you treat them like fighters for a Venator. Save us time and allow fighters to phase jump please, but only if they have a hyperdrive.
Speaking of Phase jumping, why in God's name do all the ships jump at different times? Referencing Endor, the whole Rebel fleet jumped in near unison, big ships to small, granted the fighters went first. My mon calamari ships take for fracking ever to jump, and they're the ones big enough and powerful enough to hold off lots of enemy ships. I mean it's like you want it to be hard for us to play using a mod that, for a Star Wars fan should be a God send, but it's not with all these issues I've noticed, and I doubt I'm the only person that has. To think half my fleet is at point B yet the better half is back at point A, doing their time wasting preparations. I should be allowed to jump a whole fleet, not half of it, not 5% of it, not 10 ships out of 100+, the whole damn fleet! Sooner I can get all ships moving, sooner I can win. Strategy, I have that. Patience, I lack it grandly and no fleet in their right mind would drag their heels about hyperspace jumping.
Let's get local for a moment, when in-system the largest ships move like lumbering beasts. If you bother having the most firepower on them, why not cheat speeds and allow Capital ships for SOGE move about the same speed as a frigate? They all are slow as molasses, you seem to have allowed the SSD to turn the sharpest even though it never would or could. I mean, is there turning thrusters near the bow of ships we are not aware of? You make most of these behemoths look like such, or at worst they rotate from dead center of the ship and seem to just spin around, which is hardly realistic. Don't even get me started on the explosion effects which are just laughs, there are no shockwaves, no damage cause by ships exploding too close to another ship, you didn't allow Venators to kamikaze Lucrehulks (it has been done before, once on Clone Wars, another time on the Episode III video game during a cutscene) so atleast I can sacrifice a few ships and take out those mammoths before my sorry Republic fleet gets it's arse handed to itself.
I do apologize for the rather long post, but these are things I've seen and experience with this mod that really need fixing or just made to go away. If a sense that I'm angry has been conveyed, I'm not, just very passionate about Star Wars, and this mod and would like to see it working how I know it was intended. Thanks for reading all of this if you have and may the force be with you.