It is really cool that there's functional multiplayer in Cosmoteer, which is currently a free demo. That being said, the current multiplayer modes, while insanely fun, are a bit simplistic and could be improved upon (I mean, Walt is probably going to move on to multiplayer after the v1.0 early access is released).
TL;DR the current domination mode is perfectly balanced, because everyone uses the same parts that cost the same with the ship-building system, but it's also volatile (prone to massive snowballing) and doesn't use the FTL mechanic.
If a more complex money system was implemented, with systems or planets producing instead of arbitrary circles, as well as some changes to buying ships (into building ships over time), the Domination gamemode would be a lot more fun than it already is.
Overview:
Hear me out--a Real-Time Turn-Based Strategy game hybrid. There will be 2 essential views to this--system and galaxy. The Real-Time strategy happens in a system view, the turn-based on a galaxy view with FTL. Each player will plan out their FTL movements and then commit, and all of their ships will jump at the same time. If two opposing ships exist in a system, a combat is initiated, with typical Cosmoteer PvP. Emergency FTL to retreat will have some negative effects like a set chance for damage or destruction upon use
Resources will be available in each system via a standardized, slow, annoying mining ship (like workers in any strategy game) that will earn cash and is easily destroyed. This revenue then be spent at a shipyard (only available next to stars because of the power requirement to build ships) for more ships. Each ship takes a certain amount of time to build depending on the size (not cost) of said ship, so securing more shipyards is ideal for faster expansion (and winning).
Each ship has a jump range based on FTL drive type (add different sizes n stuff) as well as a combat disengagement chance (of not dying when retreating) dependent on FTL efficiency. If a ship has not jumped this turn (it's defending) then it can retreat for free after charging the FTL.
In order for games to not take 2.5 years, the map would probably be 3-5 stars with 10-20 planets.
Some ideas that would be cool but not really implement to well:
supply chains--the resource mined is highly explosive and must be carted back in supply ships that players build (I used ammo storages to simulate this, and it's interesting). They will automatically plot a course back and forth between their assigned miners, and a player can bring in several types for different parts of the game. Instead of killing miners, a player can do hit-and-run attacks against the supply convoys. This is a great anti-snowballing mechanic--the more a player earns, the more they must commit to defending their precious convoys, and it can be made to not be tedious or feel punishing.
defensive ships--cheaper but immobile, this would probably get really annoying or be extremely unbalanced
mobile shipyard--like, 3x more expensive and ships it builds cost 3x more and have a size limit, but it beats reinforcements being 3-5 jumps away. Probably super unbalanced because it eliminates defender's advantage, but I mean the Warp Prism in Starcraft 2 works and the game is still balanced.
I am also not a programmer, I have no idea how long or hard this would be to program. Theoretically, it could utilize the multiplayer syncing already in the game, and doesn't have to sync when in the galaxy map, but I don't really know. It just seems pretty cool! I would love a mode like this.