You ask a lot of good, important questions, Virex. It's taken me a while to gather my thoughts and type this up. I might have changed my mind about certain things in the process.
Sensors and shields: I put them in the same bullet point as weapons bay for rooms, so you might have missed that bit. Science missions often involve having your science officer manning the sensor station to gather data that you can sell. Shields also covers cloaking shields, which will be weaker than regular shields, but they have find you, first.
For the game's atmosphere, yeah, I'm going for something like the Star Trek feel with nods and shout-outs to other sci-fi series. Maybe poke some good-natured fun at some of the genre conventions here and there.
Game flow: It's intended as a sandbox game, so the player is supposed to have a lot of options, though ship design will put some limits on what they'd be good at. If I can, I'll probably put in some limitations on ship design so it's hard to make a good jack of all trades ship.
Let's say the player takes a military route. They might start with visiting friendly systems, space stations, and so on to get missions. They could be given military targets from an enemy empire, a space pirate to hunt down, a convoy to escort, a space station to defend, and stuff like that. In addition to the mission goals, they have random encounters that occur while traveling to their destinations like those in FTL, which can be combat, trading, distress signals, and just finding interesting locations and people en route. There's also potential drama depending on how well the crew gets along with each other and how they hold up under stress, including losing fellow crew. Hopefully combat and keeping your ship working will be varied enough to stay interesting.
Science/exploration route: The player will head to uncharted space, survey planets, scan negative space wedgies, send away teams to interesting sites on planets, search for artifacts that may trigger quests or have special properties, engage in first contact. I think the interest in the science and exploration is going to be in dealing with the unpredictable while maintaining your ship and crew's well being while away from your home civilization. Every mission is going to be risk versus possible reward. For example, sending an away team to a planet site could get you a powerful mystical artifact with beneficial effects, lost technology, valuable treasure, or it could get your redshirts killed by razor beasts, thrown into a gladiator battle for the Space Romans' amusement, or exposed to hypno-spores from the local giant mushrooms.
Trade: I'm open to ideas to keep this interesting. Unique treasures might be dangerous or attract dangers like greedy pirates, but highly valued if you can sell them. Or they could attract buyers and con artists who know its hidden value and try to cheat you out of it. Unique ship equipment to buy or find could spice things up as well. Space devoted to cargo bays means less space you can use for defenses, so running from space pirates might keep you on your toes.
Endgame: I was thinking there'd be no end game by default. The player keeps going until the captain dies or until the ship is decommissioned, though there could be the option of promoting the first officer to a new captain or buying or being assigned to a new ship. The thought did occur to me to create certain scenarios where the player is given a predefined ship and an overarching plot with objectives that take them all over the galaxy.
Metagame: One thought I recently had was that certain features would be unlocked as you play multiple times. Discovering a lost technology on an away mission might unlock new ship equipment or systems. Finding or buying certain treasures as a trader might increase your starting budget for ship design. Successfully completing first contact missions might unlock new species for crew. Completing large military missions may generate more experienced crew at the start of a game. There could be multiple tiers of play, where a new player starts out seeking easy missions a small, specialized ship can handle while players who have unlocked more options can take on harder missions and/or a wider variety of them. I'm also trying to think of incentives for a player to design and use smaller ships, aside from self-imposed challenge.
Top five things to avoid:1. Bugs and logic errors that make crew behave stupidly.
2. Too clunky an interface/too much micromanagement. While I want the player to have options to set custom shifts, alerts, repair priorities, and such, the defaults should be generally fine to work with, and the captain shouldn't have to micromanage unless the ship's in really dire straits.
3. Frenzied confusion: You should be able to handle things at a reasonable pace. The worst combat scenarios get should be occasional pausing to check on things, give orders, and resume. Some disastrous events might warrant an auto-pause.
4. Idle time where the player doesn't have anything to do but watch. (Probably need a fast forward button and/or a way to simulate the crew's activities behind the scenes during transitions)
5. Excessive repetition, where the user knows all the encounters and twists to expect.
Lore: Still contemplating some of this, since I haven't thought up a lot of species.
Neglectful Precursors: Dead civilizations leaving behind dangerous junk they probably wiped themselves out with, demonstrating that being technologically advanced isn't proof against stupidity.
Kobolds: The cute dog-rabbity DF critters show up as a primitive culture, but they're not like other primitives. They've developed a knack for attracting interstellar visitors,
and know what makes for really good idols. They show up in the oddest places and
get their hands on the most unlikely things. They're widely known for being a dim species, but sometimes they get
surprisingly clever.
Assets: Going to need 2D graphics and animations. I could probably make some myself, though having a dedicated artist would be nice. Probably consult my brother on sound, music, and copyright. Probably search for public domain stuff that isn't
too overused or stuff that comes with a game creator.
Objects thus far:Creature object, subtypes of Captain (player-controlled) Sapient (crew), Droid, and Feral(wild animals and such). Most important functions for the general class would be moving around (so in comes path finding), fighting, fleeing, tracking damage, dying, becoming aggressive or peaceful. Sapients would also have name, affiliations, rank, culture type, skills, preferences, thoughts, hunger, and fatigue. Additional actions would be changing affiliation (like joining your crew), manning a crew station (including 'manning' their beds and such), relieving crew of an occupied station (for shift changes), repairing damage, and seeking out intruders. Droids can perform some crew functions, defined by their type.
Ship: Contains its name, an avatar (representing it on the star maps and such), its internal space, rooms, systems, equipment, crew, guests, intruders. Properties are derived from its contents: FTL speed, impulse speed, evasion, weapons (type, accuracy, range, base damage, charge), sensor range, sensor resolution, shield strength, cloaking effectiveness, energy output, energy consumption. Might be streamlined if NPC ships are "empty," though it might be fun to do boarding parties.
Grid cell: Space on a ship or on an away team site. Ship cells can contain one system or station. Normally only one creature occupies a cell, but two creatures fighting in melee will occupy a cell. A creature standing in a cell doesn't block other creatures from moving through it by default. Cells can be marked as difficult terrain and slow creatures moving through them.
Room: A contiguous group of cells in a ship dedicated to a particular ship function. The room type determines what systems, stations, and other features can be stored in them.
System tile: Counted to determine ship performance. Turns its cell into difficult terrain. Can be damaged when the ship is hit. Can be repaired by Sapients and Droids with the Engineering skill.
Seat: Anything that can be manned by a Sapient. Subtypes include Stations, which contribute to ship performance or perform a job (such as an analysis in the lab), and Comforts, which the crew use to perform jobs that remove hunger, fatigue, unhappy thoughts, or produce happy thoughts. Jobs may require equipment (food for eating, specimens and tools for analysis). Damaged systems might be defined as a Station with a repair job.
Star Systems: Randomly generated at the start of the game. Contain planets, moons, stations, ships, jump gates, and other features. Planets and moons contain Sites for away team missions. Planets have tokens for atmosphere, temperature, and such. Sites, ships, stations, and settled planets may have generated encounters.
Entity: Has a name, culture type, star systems and/or individual planets as territory, ships, and stations. Pre-FTL cultures are restricted to one star system with a habitable planet and primitive cultures are restricted to one habitable planet.
I'll probably think of more stuff, but I figure it'd be best to post what I've got for now. Already spent one night with the post editor open.