O.K., I got 14 big ideas....
1.) fleet formations (so that you can have an organized and professional setup with your fleet - wedge (left or rigt), diamond, stacked, abroad (all ships are spread evenly across with each other forming a straight line), arrow-head); maybe designate certain ships to take command of their own fleet (so you can have more than just one fleet - and they can either choose their own formation or you can give an order of a selected formation for all fleets)
2.) use the plasma vent effect as an effect for atmospheric re-entry (I think it would look a lot nicer than what we have now).
3.) have plasma vent from serious damaged areas using the same before mentioned effect (except make it firey orange/yellow for all ships).
4.) better idea for atmospheric effects for planets (not talking about the re-entry effect). how about using a larger sphere that surrounds the planet model (maybe just a tad bit bigger than the planet model). make the atmosphere sphere very opaque and have a fliped copy (3ds max users know what I'm talking about) as well with the color (with glow) that would seem right for the planet. that way, no matter what angle you look at the planet, you will always see the atmosphere.
5.) an added feature to the advanced power management mod: you know how if you over drive the power setting to the phasers and/or shields (couldn't remember which one it was) and it causes damage to it'self, how about have the same thing happen to impulse and warp engines, where if they're damaged, and they go offline, you can over-ride the off-line, boost the power to keep them running, but run the risk of them blowing up (impulse engines with the afformentioned damaged plasma venting effect - warp engines causing the warp core to blow).
6.) new fleet/ship orders: rescue/tractor ship (tell a ship to resuce/tractor another ship, or to tractor you; order an opposing/neutral vessel to stand down and prepare to be boarded (the requested ship will automatically powerdown it's shields allowing you to board an away team, and also speading up the time to take over the ship or recover an item from a scripted mission; also the requested ship can have the choice to refuse - including neutral ships - and either flee or fight/cotinue fighting); order the fleet or ships to ignore your target - however they would still continue to attack other targets; order fleet/ship(s) to warp to a system / pursue a craft that had gone into warp; hold positon and fire (probably closest target or one specific target (this would be usefull in my fleet formation idea)), escort order (have a ship or flet of ships escort a specific target (and if target become difficult, the escorts can be creative in getting it to co-operate ), guard order (kind of like escort, but the ordered ships are only there to protect the ship (kind of like the defend target order, but the ordered ships are in formation with the targeted ship, or yourself), order a ship or fleet to board a targeted craft.
7.)transporter mods: emergency beam-out (beam out the crew of a ship that's about to go boom), or order a ship to emergency beam-out the doomed ship, or even have a passig ship from your fleet to auto-matically beam you out if you're pretty much screwed).
8.) tractor mod: tractor into, through, and out of warp (so you can bring derelic ships back to your base - or a ship in your fleet can bring you to a drydock/starbase); drydock/starbase tractor system to bring in a disabled ship or you; a ship in your fleet can also automatically tractor you out of a situation if the before mentioned emergency transport idea doesn't seem do-able (possibly because of hot enemy activity would risk the ship comming to your aid getting severly damaged,), or if the ship is salvageable, but it could potentially be destroyed (maybe from falling into an atmosphere or there's a really fast incoming torpedo and the transporters won't have enough time to beam the crew/you out) or be captured; pan/tilt/rotate target in tractor beam.
9.) pursue target into warp command so you can chase after those cardies that tuck and run from you after they realise that there *** has been handed to them.
10.) expand shield mod: the all famous expand your shields around another ship to protect it technique (not only you can do this, but other ships, friendly/foe, can be able to do this as well, either by order or automatically if a ship friendly/neutral to them has lost shields but is very much operational - however, both ships have to stay very close to each other (this could also work with my guard order idea and tractor mod idea).
11.) is there already a ram-scoop intake mod out? I thought I saw it around BCF one time. maybe I was dreaming. anyways, if this mod doesn't exist yet, then heres an idea to make it - suck in volitale/explosive nebula gases and then vent them out and fire at them (basically the "Riker Maneuver" , but if you suck in too much, you run the risk of blowing up your ram-scoops, thus probably blowing you up as well).
12.) fire at volatile/explosive nebula gases.
13.) scripted system latitudes (basically, setup a scripted plane that basically dictates rightside up and upside down in a system, so that way we can have ships staying "up-right" like we see in the series and also alowing the player to maintain a sense of situational orientation. however, this does not restrict ships or the player from pitching upwards, diving, or going inverted if needed (for instance in doing a "split-s" to go after an incoming target that's passed by the ship, or doing a loop to engage a vessel on it's rear - this move would be ideal if it's quicker for the ship to pull up or dive if it doesn't turn well). this feature can also be disabled while ingame (probably a command in the helm menue... "Maintain System Orientatoin" command). also, another idea that would be handy in this would be to select the helm to automatically have the ship bank when you turn... when this feature is selected, your ship will automatically bank in a turn. also, your speed in combined with how much you hit the "A" or "D" key will dictate how much your ship will bank, and how tight your turns will be (0 to 1/4 impulse will probaby bank at 25 deg off the orientation plane, 1/4 impulse to 1/2 halm impulse will bank you at 50 deg off the orientation plane, 1/2 impulse to 3/4 impulse will probably bank the ship at 75 deg off the orientation plane, and 3/4 impulse to full impulse will bank you at 90 deg off the orientation plane).
14.) for the viewscreen (when on the bridge), when you have your screen set to forward view and you're going after a target, can we have a script to have the taget brackets stick out a little bit from the sides of the view screen when the target goes past the viewscreen / out of view? that way we know where the target is at when it's not in front of us so we can correctly maneuver our ships when we are on the bridge (for those of use who like to do that - it's particularly fun doing it on the defiant or saber ).
that's it so far.