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I wouldn't put these above more content or some improvements to buildings and ground vehicles though. Depending on the effort involved, they'd be nice long term goals of course.
Ram vs Move: Yeah, IIRC the AI currently assumes that obstacles are stationary rather than taking their movement into account. Fixing that will probably help. It could also take into account whether the collision is actually going to do any meaningful amount of damage.
Remembering ship positioning from last time: yeah, I should put that in.
Yep, the AI is very easy to trick right now. The AI actually being aware of the spatial position of your fleet rather than its supposed destination would help. And/or I was thinking about making mid-flight course changes require radio technology.
Conquering adjacent provinces, etc: I plan to put in a supply/logistics system that will roughly speaking achieve that. Though if that doesn't work properly, your suggested "can only conquer neighbouring provinces" rule sounds nice and simple.
Firing on debris: I don't know, this seems like kind of a niche thing. I worry that it would cause inexperienced players to waste ammo.
Right click to move: in principle, easy, but when you're moving multiple ships, where do the ships actually go relative to where you clicked? Does the group center on the cursor?
Currently, ships do move-then-flip, but in some situations, flip-then-move would be better. I can add this as an option in the move command. Note that turning speed is also based on ship speed, so if you want to shorten the turn delay, add more engines.
People used to complain that monsters were too dominant in blowing everything up, so I made them tamer. I think having monster nest aggressiveness based on difficulty level would help with that. As for the reduction in income, maybe it should switch to an absolute value, like -$20, instead of a percentage one. Otherwise, if your starting city has a monster nest that eats 70% of income, that's pretty crippling. Hm. Or monster nests only turn up in non-city districts, that'd also work.
The "no target available" thing is one of those "new players vs experienced players" issue. I want it to be really clear why a gun is not firing for new players, but I agree that it looks crowded.
"Right click to move: in principle, easy, but when you're moving multiple ships, where do the ships actually go relative to where you clicked?"
Ooh! I just thought of it: you hold down either the move key or right mouse button, then the ship-placement highlights display like normal after a 50ms delay or something. How's that?
" I was thinking about making mid-flight course changes require radio technology"
"I plan to put in a supply/logistics system"
That all sounds stupendous!
Volleys are currently possible by tediously enabling 'Hold-Fire' before engaging and then rapidly tapping 'Aimed fire' and 'Hold Fire' to release a volley when the enemy velocity is favourable for a shot.
OH BOY, It would be nice to have this in one key press!