Space combat games have been done before. What sets this game apart?
Fleet Combat: This is a game of fleet combat. Battles with individual ships can be fought, but the game has been designed to be able to easily handle combat with fleets of 3-10 ships. The system would have to be very simple and elegant to handle that smoothly.
Capital Ships: This is NOT a game about fighter combat in space. The ships in the game, for the most part, are large ships that have shields, have to charge systems, and maneuver - not just do an Immelman.
Simplicity: The game accurately captures the feel of science fiction space combat as seen in the major sci-fi franchises, but it does so very simply. The play test rules, including all the advanced rules, are only 8 pages long, and that includes a lot of "historical" explanations and setting of the conflict.
Quickness: Small fleet scenarios can be played in an hour, larger ones in less than two. More on that later...
Power Curve: Each ship class has a specific "Power Curve". All of the energy use for basic systems for the ship are already baked into the Power Curve. All a player has to do is adjust the speed of the ship (and there are limits up and down on how much can be adjusted), and the power curve gives the turn radius for the ship and how much additional power is available. This power can be spent as it becomes available throughout a turn to do things like: charge a weapon faster than normal, reinforce a shield, turn the ship faster than normal, etc. depending on the needs of the situation.