This version is where i got my first impression.
The biggest complaint i have by far is the lack of "action" on the solar map. Having different coloured ships and some icons is NOT how you visualize fierce orbital and planetary combat. Where the hell are the explosions, laser beams and missiles flying? Why are those icons just floating around each other? Are they at peace, or what?
Guys. Seriously. Guys. You want a very clear indication for every instance of combat that is going on in the system. You want a very clear indication for every time something (an armada i guess) gets destroyed. You want a very clear indication whenever there is a battle in the orbit, a planet gets bombed or invaded by troops.
In addition, i would like to inquire about the relevance of all that planetary data. There are like 50 stats, from obvious things like population, to some weird ones like resource production, crime rate, life expectancy, and average number of teaspoons per household.
How are these relevant? What point do they serve? If you display them, you need to give the player a way to find out how those stats interact with everything, how they affect other things and how they get affected!
When I click to move my ship, set targets, and watch it play out, it just looks strange. There's no momentum to player movement. You move to the spot you clicked and then full stop without having to slow at all.
I have missed the real-time game so i dont know if it was much better, but that is exactly how i felt about the current system.
Are you sure the entire fact of it being real time really is the problem, and not your specific implementation? There are plenty of 2D space shooters that have rather thoughful, slow combat. You can try and look up the following games:
Space pirates and zombies,
Battleships forever,
Gratuitous space battles, or even super-primitive
Pax BritannicaSee the pattern? In all of those games, the capital ships are very slow not only to move but also to turn. This brings a sense of weight and massiveness to them.
I believe such system could work fine in TLF. Capships must be slow and turreted,
shots should not have such huge sprites so you can fit more of them.
I would assume you could give the player a 3-button control of the ship (W to accelerate, A-D for turning), add inertia, put some auto-turrets, give a manually-aimed main weapon (with or without a limited arc), and you'd have an excellent space shooter. Slow everything down to a proper level, adjust object scales (diff ship classes, and shots), add ability to spawn smaller friendly ships. There you go, a slow and strategic space combat.
If you are absolutely convinced turn-based is the way to go, then you still need to give that feeling of weight somehow. Being able to jump all over the place is EXTREMELY unnatural. Look at how
Space Rangers did it. It is turn-based and not inertia-based, but the ships are still forced to turn more naturally. Sure, you cant then visualize your range as a cute circle. But it does not matter as much as making the movement feel at least remotely natural.
You could go with a "select in which direction to turn and then how much to accelerate", but those are fine controls and i am not sure they would well in turn-based combat. I guess another approach would be to do what Riabi suggested. Instead of ships, we could be looking at abstract boardgame pieces that represent ships. If the game area looks like an abstract board, not as an actual area of space, then you can get away with unrealistic movement.