Got myself a bunch of yellow notepads.
I love them, I can fit them in my back pocket and take em anywhere.
Great for spontaneous notes. Now I just have to figure out that car ride home issue.
Started reworking my concepts of technology in the setting. This was apparently a huge sticking point from one player who had to have realism inserted into a setting made for a cinematic game. Anyhow, while I wont be going into Newtonian physics for him, I'm putting more thought into the hows and whys.
Got a good start on the hows and whys of faster than light travel, and how the tech behind it generally is what makes up most of future tech. I'm working on the power source technology now too.
I also decided to add a group temporarily named 'spacers' to be all the rough survivalist folks living in shitholes in space.
Ruleswise I added a lot for Formations in ships. Basically benefits and drawbacks for flying in formation. In general it should be more advantageous to fly in formation if you are skilled pilots, but if you aren't you are going to lose a lot of options in combat for some defensive and offensive bonuses anyhow.
Formations also extends to escorts offering defensive benefits for the escorted ship.
I broke out a lot of the stats into averages for ship sizes and added more listing for ship equipment and the limits of upgrading ships and ship parts.
I'm looking at stepping through a sample combat sequence to understand where I'm lacking. To be honest I should have been doing that from the beginning. It's just playtesting 101.