I have figured out a "less hidden information" variant of The Singularity Trap where all fleets are visible to all players (dark fleets are visible and destroyed fleets hang around until builds are processed), sensors give ship damage and fleet details in combat and encounters (no sensors = no details), number of armor/shield units are obvious to all in combat, ships can encounter both moving and stationary ships each move segment, and the hyperspace jump map is a randomly selected pattern with off board destinations meaning a dead jump spot (jump does nothing) on the board.
A physical version could be done using sets of molded plastic trays (fleet/taskforce trays, combat/damaged ship trays, trays for storage of sorted chits and tokens/stands), small stands to hold chits upright, and a great many diecut cardboard chits.
The map would need 2 inch hexes (making it approx 42 x 35 inches).
Combat tables (to convert fractions to percentage roll) and percentage dice. Use of calculator instead of tables would be optional.
Probably some sort of player shields (individual trays could be shielded by putting an empty tray on top of them).
What I need is an experienced production partner interested in splitting designer credit and income on this project.
Anyone interested in taking a look and discussing it further?
below is current rules (hidden info digital version)
http://thesingularitytrap.com/hidden/quickrules.pdf
Since combat odds to hit are determined as (defender enemy weapons total) / (defender enemy weapons total + attacker enemy weapons total) with that number certainly below 100 but easily in the 50ish range, percentage dice would be rolled - roll needed is target number or less.
Target numbers would be given on a series of tables based on attacker + defender enemies combined values (columns) crossed by defender enemies values (rows). Shading alternate columns in one tint and alternate rows in another tint would aid in using the charts. These tables would use up a few pages at the end of the rulebook.
Since the table target numbers are calculated by dividing the individual value by the combined value, multiplying by 100, and dropping any fractions a calculator could be used instead of looking up in the tables. Entirely up to the player.