The only feature I want in the mod as of now is the ability to control your ship's movement whilst in turret mode.That or unlocked free flight camera tilt.
- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. [ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]
- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )
- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )
- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. [ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]
- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )
- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )
1. Mark the capship-missions, so you can take or avoid them, corresponding to your own interest
2. mining areas in Gallia
3. dynamic prices would be nice (only a special amount of all deliveries of a commodity to a base in a week pays the full price, then the payment starts dropping), but I fear it's too difficult
1)An expanded bomber system - You know, more weapon choice. Perhaps weapons which could make a bomber more easily defensible against a fighter, while hurting their ability to strike larger ships to some degree. Or, perhaps, weapons which make them completely ineffective against anything smaller than a cruiser, but, deal a significantly larger amount of damage to such targets (if they even hit them at all?)? Oh, and, of course, bomber missiles OTHER than the good-awful (and bugged!) Nova torps.
2)A dynamic economy - I honestly find going back and forth ad infinitum. Make me think for my money!
3)A proper snub shipline for the Outcasts - Seriously? One of the most powerful unlawful forces, and, arguably, one of the most powerful quasi-house groups in the entire sector, and yet we can't even afford to build our own line of fightercraft? Also, as a personal note, I mostly want a new bomber. But...that's just me. New fighters would, of course, be necessary to go along with that.
- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. <strike>[ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]</strike>
- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - <strike>at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )</strike>
- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )