Map Size and The Kaufman Retrograde
A critical aspect of this game will be map size and type. There are two types of maps for top down space combat, closed and open. An open map is endless, like space. A closed map has a barrier, or wall, and is limited in size. There are many problems with using an open map, the most obvious of which is an endless ability to run away. Star Control will almost certainly use closed maps. Using a closed map, map size becomes a critical component to both the combat environment and they way the game feels to the player. If the map is too small the player feels too boxed-in, but if it is too large it may as well be an open map. It will be more important than most are likely to realize that the map be just the right size. Getting the right size will have a huge impact on both the combat balance and the feel to the player. The map should be round, not square. A square map has corners that a player can be trapped in, creating a large advantage for ship that use seeking weapons such as missiles or plasma torpedoes. A round map has no corners, only the barrier, and does not provide a corner location for seeking weapon armed ships to trap enemies in.
A concept closely related to the map size issue is something Star Fleet Battles players call "The Kaufman Retrograde". In simple terms, this means that a ship running away from an enemy and firing backwards towards it's pursuer is, as a general rule of thumb, at a 3:1 advantage over the pursuing player. The retrograding player can more easily control the range at which fire is exchanged. A mine dropped by the retrograding player is a fast moving missile coming at the pursuer, a mine dropped by the pursuer is simply left behind. A missile launched by the retrograding player is approaching the pursuer at double-closure rate, a missle launched by the pursuing player must make a long, slow, uphill climb to reach it's target. There are other advantages as well. The Kaufman Retrograde is a primary reason why map size is so important. The "right" map size will be one that is large enough to feel that you have room to fight, but small enough to force you to fight and limit the usefulness of the Kaufman Retrograde.
I just thought this was an early type of issue to get right in the design that might be overlooked by someone making a top down space combat game for the first time and thought I'd just put this out there.