the fog brightness level suggests a light-source, either direct or indirect. The only object capable of that light intensity would be the reflection of the planet.
If you choose the planet as having a significant impact on the lighting, you still need to dull down the lighting (in the fog, darken it). Give it a yellow-ish orange color (mostly yellow) and give it some saturation (very, very slight).
If the base shaders are that way because the screenshot is low quality, I think you're ok.
However, because you're using a night theme, you might want to desaturate the base shaders by 75% (my guess). The metal shouldn't look so glossy under this light (only under a direct power source such as a sun). This, of course, is my opinion.
Also, the fog intensity needs to feel more "distributed", that is, a cliff wall that is a few hundred feet away shouldn't be harder to see than a planet several thousand miles away. Decrease the fog intensity and decrease whatever is giving the sky such clarity (desaturating the planet bitmap map help, as well as dulling out the alpha channel a bit).
Sorry, I don't remember this stuff, it's been over a year.
Glad to see you're still working on this.
By the way, have you guys checked out the
gauss warthog I made a while back? (not the one in Cryosis, the one I was going to put into the second version)