Here's a compilation. I've tried to remove duplicates. I've also tried to take out the bug reports (new section at bottom now).
* Make key bindings more in line with the original
* Increase damage due to collisions
* A solution for the asteroid problem (they need to be dangerous like in the original)
* Get rid of this 'hulls' thing. you can have one type of armor, and only one purchase of it. Plasteel and Tungsten are the two upgrades you can get...plasteel being the type you start out with, tungsten being the better type (in RF you can get isometal).
* From what I can tell, the drayman is still rediculously tough, should be fixed.
* No being able to tractor in missiles or anything of that sort.
* I've heard that torpedo loadout is doubled and that you can mount tractor beams in weird places -- stuff like that, if true, needs to be taken out.
* Intro added in, preferrably with the option to switch between the original and the CD versions. (Jump animations, too, certainly -- if *Metal Morph* can use them, the Privateer Remake certainly can.)
* No turret AI for players. You work alone.
* No owning multiple ships and carrying them around in each other.
* Proper encounter percentages, per the Playtesters Guide. Ditto for the commodity pricing.
* More original artwork. I [Loaf] have much of this and will send it to Brad.
* In the original privateer there were no light/medium/heavy mounts. One size fit all.
* Remove docking from capships
* Remove extra upgrades
* Fix pilot/eject/slave issue
* Remove turret AI
* Remove Kilrathi base and garrisons
* Add jump and landing anims
* Add "handshake" anims
* Remove extra fixers
* Remove extra buyable ships
* No cheating with communications (i know it was rudimentary implemented in the original but in the remake you can use it extensively, no Kilrathi would turn to friendly if you scream 10000 times at him "Don't kill me kitty!" )
* Possibility to deactivate shields (100%)
* Afterburner sucks energy to zero and deactivates/activates itself -> if you hit tab further the shields will be lowered 1 level
* F5 switches to turret view
* Possibility to loose equipment while under heavy attack (armor damage)
* Space stations have no "visible" shields (the same as planets)
* Damage report without background image (hardly to read)
* "W" to select missiles or proton torpedo (launcher)
* Heavy damage done to enemies will let them lose parts of their hull (simple 2D sprite)
* Turrets without a radar screen
* Turret view should not be covered by the engines
* Ships that communicate with you should have a white rectangle around
* Destination cross white and bigger (it always should have the same size)
* Radar colors should be: red - enemy, dark blue - friend, bright blue - jump points, yellow - missiles, brown - neutral or objects that can be tractored in (cargo), white - destination cross, grey - bases
* Radar range was if i remember right 15000
* Remove the basic repair feature (should be auto-purchased for free when landing)
* Repair droid takes care of static in MFD screens
* The tractor beam in the original could capture things from a maxium distance of 10,000 km
* If you are removing docking option, D button should be set for Destination as in original
* No spawning, when you die, you should go to the load screen and have to load your game.
* No d*** escape pod.
* Manual control of turrets
* Make the NAV map MUCH more like the original
* no more milspec crap
* when cycling through missiles/torps, allow selection of a single rack (even if two identical are equipped).
* add cargo expander for the Centurian
* 4-way armor values
* 4-way armor damage displayed in targetting MFD
* Cutscene of Steltek towing away derelict base
* Shield cycle by level. If you have Lvl1 shields, they can either be on or off. If you have level 2, they can be on full, on level 1 or off, etc. This should be accompanied by appropriate changes in the shield graphic in the cockpit.
* Torpedo count - can someone confirm that the max torpedo count was 20 in the original? (it is 40 now, at least on the Centurion) I can't remember myself.
* Secret cargo space
* Comm responses in plot-driven missions (apparently this will be very hard to do) as a way of breaking the conversation up.
* Mission Computer should not give cargo missions to Pirate Bases.
* Confed officers should not hang out in Pirate Base bars.
* a waypoint should be scanned when you are very close to it (500k or so)
* Mass driver should fire a round mass-ball not a white proton torpedo like thingy
* Jump bubbles shouldn't absorb weapon fire
* com with c + number without showing what you've send (because it's already shown in you com-selection screen)
General Bugs
* Double-mission when talking to fixer again.
* Make sure you can hear voices over gunfire.
* In campaign missions wait for a enemies with a lot to say to finish talking before they kill you. The messages come much to fast.
* ITTS doesn't currently work in drift/afterburn/match-speed.
* Decrease combat message rate.
* Enforce straight-ahead flight when in turrets. Might just be me, but my ship drifts at same rate if I'm turning when I switch to a turret.
* Damage should affect NPC's ship handling (damaged engine -> drops speed etc.) and MFD should display different damaged sections of their ships.
Thanks!