Heh, a fellow LoLer, not surprised nowadays.
A few of the mechanics to handle player DCs and mid match queue-ins remind me of DoTA/DoTA2/HoN. I'm glad you took that into account seeing as it is one of the most frustrating things within the MOBA genre.
Now that you've clarified a lot and have laid out other things, my wonder leans more towards unit control.
First off, I wanna verify a few things:
Resources (aside from being used for in game items) are required for?
To pay for hull repairs/shield regen?
I know its customary to have those sort of features happen for free at the equivalent to or near the Starbase/Citadel in a MOBA but I was just curious as it was mentioned.
Planetary defense grid upgrades/maintenance?
This would lean towards an upkeep/consistant demand of resource which remindeds me of some of my favorite maps I had designed during my WC3 and SC editor days.
- I'm presuming that people will have to assign/fall into roles.
By this I mean something along the lines of:
A mining squad to go gather resources for their race.
A scout party to explorer and begin colonizing neighboring planets.
A raid group to attacking lightly colonized planets which are poorly defended/focus on the neutral mobs and their treasures.
A military fleet meant for all out offense and tactical strikes on vital points such as squads, heavily defended planets and eventually paving the way to move in on the Starbase/Citadel.
Keeps getting clearer and clearer.
Maybe I'll be able to give some constructive feedback soon lol...
After I grasp a bit more I'll stop feeling like I'm making assumptions to what you proposed.
At this point I'll be able to analyze things from a realistically unbiased perspective and point things out/purposely suggest things instead of stumbling upon them by misunderstanding lol
Keep up the good work,