This member has provided no bio about themself...
No problem mate - we gotta stick together as developers. The guidelines for reaching the front page are listed here: Indiedb.com
Best of luck with your game!
I am extremely sorry for the incredibly delayed response. There was no notification for your comment for some reason. I'm so sorry.
"Will the ships be more difficult to target or avoid projectiles during the rotation?"
Absolutely. Much like a seabound vessel can avoid a torpedo in our world, ships can absolutely change their heading to avoid unguided projectiles.
"Have you considered doing a mixture of acceleration/deceleration variations together with fluctuation power for the rotational thrust for more avoidance?"
This is already modeled in-game. Acceleration forces must not kill the theoretical occupants of the ship, so the rate at which you accelerate or decelerate is variable. The general principle is to rapidly accelerate "up to speed" and then throttle down to keep sustained g's low. I've been using a NASA paper on survivable g-forces for humans as a guide. Is that what you meant?
"How about a rotation that includes a 3rd plane?"
Ships move and rotate with full 6 degrees of freedom and can pitch, yaw and roll independently. Is that what you mean by a third plane?
Hopefully that has answered your question. Let me know if you need any clarification.
Again, I am genuinely sorry for such a delayed response. Thank you for your kind words!
There won't be mod support in the initial release, as it will be early access, but it will 100% come later. I'm very keen on supporting the community post-release. I'll have to give your mods a whirl next time I find the time to play Stellaris, they look brilliant.
Thanks mate, appreciate the support.
Being compared to Homeworld is a huge honour. Thanks for checking it out.
Thanks for your support. Appreciate it.