I think all the races could use more differentiating in the starbase options: Scramble fighters, call reinforcements, holonet receiver, ship construction, super laser (in the comic books about the emperors clone returns "Dark Empire", their is something like this)
This isn't a research idea really; though yeah the stations need more variety. Unfortunately none of these specifically would work, due to being overpowering or simply not working with the current starbase setup.
World Devastators (also from comic books) A ship able to harvest resources from a world under attack and use it to produce ships.
Cloaking: (Was used somewhat in Thrawn trilogy), I think it might be be nice upgrade for scout ships/ command ships for more reliable scouting late game, some races atm have a very hard time scouting compared to others.
Hrm... This might work. A TIE Phantom would be useful for this, though admittedly they weren't produced much.
Blind jump: Some ability to avoid interdiction for a time, possible causing damage.
Propaganda: Would work much like Insurgency.
There already is a Propaganda ability ingame.
Hire Mercs: Some reinforcement like ability that is temporary.
Is the Oceanic Shipyard Planet supposed to be able to be turned into a fortress? 128 logistics slots and 64 (i think) tactical slots? i had 4 planets before i was able to rout the many militia ships there, making this my 5th, and as i kept upping the logistics capacity to see what i could put there, i ended up with 5x my frigate production and 2x my capital production, moved all 16 research stations there, and still had room for a culture station and 9 (yes 9) trade ports.
This intentional. Oceanic Shipyards are a representation of planets like say, Mon Calamari/Dac; heavily fortified, heavily producing, and heavily defensible planets. The other planets in the Urban planet slot are also representations of strong and powerful planets; the High Shipyard being a good representation of Kuat and the Ecumenopolis for Coruscant and KotOR's Taris.
I haven't even begun to put defensive structures in (why does everything have to be incredibly damn expensive? slows gameplay to a crawl for me) but i can't wait to see what kind of defensive power monstrosity i can put in. I think it also helps that this planet is only connected to one other planet.
This one planet may not have much resource income, but the 900 population gives a good tax income and the 9 trade ports certainly helps a bit, plus the fact that one single planet opens up ALL research and gives a great deal of frigate production, well it makes me think that this one planet could free up so much space so as to be overpowered
You wonder why it's so expensive, and yet you just noted how one single planet can give you an assload of credits all on it's own. You answered you're own question mate.
Other than that, i'm liking this mod quite a bit. You've done well and i look forward to future updates.
Thanks! I'm hoping to figure out more about all this weird graphics stuff people are noting, and others complaining, about.