So far, here are my thoughts :
The base idea is interesting. I've always wanted to find a game with much more depth than Ogame and it's clones.
However, i've also decided to stop playing browser games if they have artificial time limits. While i get why those time limits exist, i think they are bad design unless everything else about the game is so super duper good that i can stick to the game for many months. I'll probably complete the tutorial and play for a few more days after that, to get a better idea about the game mechanics, but i don't expect to play it next week.
I also dislike the fact that so many things can be made much easier if you spend real money on them. It makes it look like a non-paying player is made to endure frustrating timers and snail-paced gameplay, so that he has as strong an incentive as possible to buy QP. I get the idea that the game creator wants remuneration for his work and that he needs to pay for server costs, but it shouldn't have such a strong impact on the game itself.
What else... the interface is clunky. The npc pictures seem to have been pulled from another game. I'm dubious about how viable the game can be in the long run, since resource deposits are limited in size and there is also a limited number of systems. Unless resources respawn, of course.
Buying QP with solars is probably not going to happen, since it takes 50 000 solar to buy one QP, and 20QP for 25 days of VIP.
For comparison, the planet i'm at right now has 15367m3 of resources for a total of 316589 solars = 6QP. If i could deploy mining/harvesting modules mk1 on the 15 slots of surface, i would need over 42 days to extract it all. And that's at 100% efficiency. So it's more like 2 months in reality. Sure i can use better modules once i research/manufacture them, but it's still an awful lot of time and energy (i would also need to transport it all back to earth) for 6 QP, when you need 20 of them for less than a month of VIP status. And VIP is required if you want to play seriously, the benefits are just too good to pass.
Now, I might seem a bit too negative, but i just like to analyze negative points in detail. There are good points as well, but i'll need more time to get to those, since i'm still in the tutorial because of those damn travel timers.
Oh and i almost forgot, but i also dislike that we can only setup a handful of modules even on large planets. A module takes 100m3 of cargo space, so they're not THAT big, and any planet IS freaking huge (count around 149 billion mē of land for earth, and 510 billion mē if you include oceans/seas), so what's up with that ?