Subject: Well...
Author:
Posted on: 2014-09-01 01:39:00 UTC
(Word of warning: I'm not a regular poster on here, so I might come off as overly blunt.)
First off, if Halo and SST are your inspirations, then I would advise you to drop the term "hard sci-fi" as soon as possible. Halo is anything but hard, with practically all of the Covenant technology violating the First Law of Thermodynamics, and the chances of Spartan armor actually being usable (rather then a dead weight after the power runs out in five minutes) are slim at best. SST is considerably harder, especially if you're using films for the reference point, but it is still not at the level of true hard sci-fi like Alastair Reynolds' works.
As to the rest, you need to give a LOT more detail. Right now it reads a bit like a blurb at the back of a book: sure it all sounds very nice, but it could mean practically anything and everything. Please tell me what kind of customisation you actually have in mind, as well as more details about the story, and then I can give proper feedback.
Finally, a word of advice from someone who played a few games, tried to design one a couple of years ago and read close to a thousand game reviews: whenever you face the choice between making the player more powerful/advanced or making the enemies more advanced, it's best to improve the enemies first. Otherwise, all the customisation/wide range of skills, etc. goes to waste, as the player will not need them and stick to the easiest weapon ability 90% of the time.
Once you've made the enemies uniquely challenging and powerful (i.e., not by simply increasing their damage/health, as far too many games tend to do), then you can be sure that all abilities will be useful, or have the potential to be useful depending on the playstyle.
I hope this was useful.