I appreciate the response and reasoned thoughts!
OK, I took a look and here are some spontaneous first thoughts:
Personally I think the bases would look better if the compass was inverted, i.e. had trenches rather than ridges. That may be tricky with mechanical integrity I guess?
My artist thought the same. Two things, and this is just my thinking on the matter. One, I was thinking that if you're across the table, raised lines would be easier to see quickly than depressed lines. Secondly, the final bases will be black resin, but I know folks will want to drybrush detail the lines, and I figured raised would be easier than inking the depressions. Its also slightly easier in the casting process, but thats minor if folks strongly favor one or the other.
Love the world background. It feels like there is plenty to spark your imagination and room for expansion. The factions aren't really popping for me, but that could be because the descriptions were so brief. Moren and Zant felt very similar until I went back and saw that the latter were a feudal alliance. The colored concept art is great and will surely reinforce the feel you're going for with each faction.
I just assumed folks would prefer a brief summary and wouldn't care too much about the fiction, but I do have much more. At the core, the two groups have very different cultures and goals, but any developed civilizations with an economy of true worth pretty much have to band together to defend themselves from acquisition by the Empire. This usually culminates in one or two truly meaningful factions creating a mini-empire with their more primitive 'allied cultures'.
I can definitely see the Warmachine influences here which turns me off a bit unfortunately. Moving the critical hits to the weapons is great for expandability but you can easily end up with the bloated monster of special rules that is WarmaHordes. This seems to be commercially wise, but personally I prefer games with less special rules. There, I've said it.
Fair enough. Its been really hard balancing being intuitive with interesting complexity. I can say that another reason I left out a crit hit chart is that it could be really random, and ultimately I want to encourage competitive play, since I really enjoy that environment. I personally do enjoy a crit hit table.
The dice system so far seems to work pretty well. There's a bit higher chance of both missing entirely or hitting with all weapons, but its balanced by available rerolls and defensive modifiers.
I've got mixed feeling about the ruler. While it definitely solves your problem, it's another piece of equipment to tag along, buy, not break etc. Of course, that is true for templates too.
You're right, it is best to just not have anything at all for those kind of issues. I do see it as a bonus to have something that no naval game has tried before, and I do feel the arcing turns add a lot to tactics from experience vs something like move-turn-move. I can say that this ruler is in...about the eleventh printed version, about a thousand bucks and a year of development have gone into it so far to make it as durable and practical as possible.
Concerning overwatch, have you considered alternating activations?
I did consider it. I can say that part of the reason I didn't go with it is simply because of no experience with the mechanic, thus no positive feelings toward it. One positive of traditional turns seems to be that it makes tournament rules easier, like timed turns.
The current way the overwatch works is that, if a ship hasn't done any special orders or firing on its turn, it can designate a fire arc where it can shoot its weapons at the first enemy vessel that ends its movement within it. Still leaves a bit of thought to it, and presents some interesting choices on the next player's turn on where to go.
Great solution to ordnance! Probably the optimal when you still have the freedom of design.
Thanks, I tried a good while to make meaningful changes without 'changes for the sake of changing'. For awhile there was a mechanic where the strike craft would run out of fuel, where you flip the token after a round to the 'red' side, then remove it if it hasn't reached a friendly bay to refuel. It was to prevent spending turns massing for a giant wave, or just chilling behind an asteroid field to jump out, but it came down to KISS and I felt it was best to, well, keep it simple.
Closing comments: I started checking out this stuff mostly to be kind and give some feedback rather than actually planning to buy into it. After taking a closer look however, I'm starting to feel a small buzz. Looking forward to seeing this progress and to hear more about the factions and their history/cultures. The colored art and the picture of the miniature is your strongest selling point right now.
Ah, glad to hear it. If it doesn't make folks excited its not worth doing. If you liked the finished mini, it looks almost 100% like the 3d art before it was printed, so the WIP art gives a pretty good impression of the finished ships in that one link. I actually am looking over about 15 pics right now that my friend, I guess you would call him my art director, sent me of DA artists that he thought did really great ship art.