Planet & Gravity (New)
Today's version is better, but the planet is still too big if you are wanting to achieve the “sling shot effect” these games are known for. The gravity is both too weak and too strong at the same time. It is too weak to sling shot you up to a noticeably higher speed than you are already moving because you can't get close enough to the singularity, and the ships are moving so fast that they overcome much of the gravity instead of being flung around the planet/singularity by it. It is too strong because it is too far reaching, so ships like the Menkmack get stuck at the planet (instead of being flung away in a slingshot). They AI is better at avoiding the planet now, but the planet is so big they still usually hit it instead of sling-shotting around it. Right now the planet works more like a magnet than a slingshot, the exact opposite of what it should be. Remember SC2? The biggest ships like the Ur Quan and Khor Ah were actually bigger than the planet. Remember?
I'll make a post about the ships again later tonight (or tomorrow) after I can play the new version more. The Earth ship's missile works much better now with its turn rate reduced by 66%. But I can still take out half of the enemy lineup with it because it is still retrograde heaven, just like the Dan'Nath. The Dan'Nath SHOULD be the retrograder, that is what the weapon is designed to do. But it should be a medium/slower ship that NEEDS to keep placing the gravity wells in good spots to keep they other ship from catching up too it. And, when the gravity is working better, the gravity wells will actually “grab and turn” the enemy ship which significantly impedes its progress. The Earth ship missile should be “medium range” so that it has to expose itself to return fire in order to use it against most ships. Its too easy to just hover outside of range and lob missiles backwards until you win, even now that it takes skill to aim them.