EDIT: About the auto attack ai, I've been testing a little and I haven't seemed to have had too much trouble with it... Probably due to the fact that the 'fighters' have much lower speeds than in regular sins. The Patriot for example has a base speed of 600. I'm planning to make 'afterburner' abilities that will provide a short burst of speed to some ships, but generally they will move a bit slower than normal sins.
I will keep an eye on it and test a lot more though to make sure there is no really weird behaviour...
Well, if it works fine, awesome. I've had some weird issues in my personal mod, glad to see it's all working here.
Anyway, another huge barrage of text as I vent my brain at you, sorry for the inconvenience, but it might explode otherwise.
Now, I have had a horrible thought.
Capital ships are starbases. There is a limit on how many per gravity well, which will be fairly high I imagine. But there is no limit on starbases overall. Eventually, the endgame could end up as a galaxy comprised of endless capital ships, waiting for the ones ahead of them to die so they can join the grinder of destruction.
You've got crystal as personel now, which could possibly help avert this, but what are you doing with the regular Sins supply? I am quite interested to know.
I'm assuming you'll have Freelancer music in this mod, but will you have it unchanged, or will you edit it to fit in with Sins better? Perhaps editing each song so it loops 2 or 3 times before fading out at the end would fit in.
Will the Elite fighter pilots basically be like the level 19 Ace fighter pilots you encounter in Freelancer? That would be neat. I'm assuming you won't have Titans of any sort, because they would also use the random elite pilot names, which would be odd if it's meant to be something or someone specific.
What are your thoughts on the whole Loyalist/Rebel mechanics for this mod? I came up with an idea that I thought was pretty neat for it.
I remember ZombiesRus5 was working on research mechanics in Sins of the Fallen, where instead of the normal Loyalist/Rebel mechanics, he used a discarded Rebellion research modifier that changed the player to the appropriate side ingame, and locked out research for the other side. Perhaps you could find out how that works from him or something?
Basically my thinking was that in Freelancer, the Rheinland military gets heavily infested with Nomads, to the point where their ships start sporting cloaking devices and nomad lasers and all sorts, but there were also a few small sections of the military that escaped infestation. The same goes for Liberty. You could have all the factions start off normal, but at one point, you could choose to have your faction become Nomad infested, which unlocks nomad tech, or become a rebel faction that fights against the Nomad infestation, and unlocks special ships, like the Osiris Battleship. The bit that would make it great, unfortunately, I don't think can be done in Sins, which would be to increase your relation bonus with Nomad players; as far as I know, a bonus like that can only be global, I've never seen it work on one faction specificly.
But yeah, the reasoning behind doing it this way is that the Nomad Infestion was mostly quiet and subtle. You're playing the mod squabbling with the other houses as usual, all of a sudden BAM! Bretonian ships are decloaking behind your defences. Unless you're constantly checking the other factions, you won't even know they're infected until it's too late.
Mmm, sorry for typing so much again, I think about this sort of stuff a looot.