4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.
Its ok but in this case some ships like the wrath would need to be rebalanced. (And don't forget to increase the sabre's weight btw)
6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.
As long as it is bound to a number of bots/bats, its ok. Armor of Freelancers and Wild is ridiculously high. Needs to be lowered.
7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.
Its a number of areas where the NPCs just multiply in a 1k-range for some reason. Example are the sairs/BHs in 49.
8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.
Sorry but thats not enough, really. Each event should apply and the devs/editors should see if it is worth to have an impact on the mod. Right now, disco is totally static and changed once in a year by someone who can't even play it much. RP has nearly no impact right now. It feels dead.
(Of course, I spent some work into Hessians vs Corsairs, but it can't be the only one allowed to have an impact)
9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
If I want to play SP, i deactivate disco. Please remove.
11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?
Why don't have both?
12) What should be done about Nova cannon and other bomber weaponry?
Give them destroyable projectiles (and blast radius) and make them depend on ammo (20 max). Bombers throw bombs. and if they are empty, they have to withdraw. (further more, it is questionable if bombers should even have fighter-weapon-slots (8s-10s))
13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).
Fighter Missiles: I whored them enough and I like them how they are right now. They are quite effective against everyone who doesn't know how to counter them correctly (90% of the server population). On the other hand, they are absolutely useless in higher classes vs good players. Since I believe that skill should have a higher influence than random-auto-aim, fighter missiles should stay the way they are right now.
14) What new IDs would you suggest to add? What ID changes you consider necessary?