OK, so here is the link to the Beta of the new version of the mod with equipment rework. Right now, I do not make ironclad guarantees, but a few tests show that it seems to work as intended, though values for thrust, power, volume, etc., are not set in stone since I did not test all combinations. Therefore, I'd appreciate it if you people could find ways of getting totally broken ships. Also, the thrusters are not working as intended, not producing the kind of thrust/energy consumption I'd want for a final version. For this reason, the current stable version of the mod, with FL vanilla equipment, is still available at the usual link.
Beta version link: https://www.dropbox.com/s/xv5rdmci27kezyu/Freelancer WC Mod v2.zip?dl=0
Right now, though? I'm working on missiles (
NOT included at the time of this post they're in, now). Five models of missiles, with five levels of lethality each - which tend to improve soft and hard parameters such as burn time, acceleration capability of the engine, missile life time, seeker cone, seeker range, damage and agility.
Dumbfire: it has medium-high acceleration with a long duration for its rocket engine, combined with very high damage. Anything smaller than an Excalibur or an Avenger will die in one shot
from the civilian variant of the rocket if hit unshielded. There, you are warned. The military variant will one-shoot anything without shield it hits, period.
Javelin: it has a small delay before engine activation, a medium acceleration and medium duration for it, with high damage. All light and medium fighters will be one-shot by an unshielded hit from police-grade onwards (pirate and military). It has decent agility but a small seeker cone.
IMREC: your bread and butter, very short burn time, highest acceleration and long range, a sniper missile that does medium damage and enjoys a pretty large seeker cone - roughly your field of vision.
Friend or Foe: a melee weapon
par excellence, medium burn time, low acceleration, it however has a maximum seeker sphere and high agility but low-medium damage.
Leech: small burn time, medium-low acceleration, it has a slightly smaller seeker cone than the IMREC and does extreme shield damage. If you can combine it with other missiles, the one-two punch is usually terminal for any target.
Missile | Smallest surviving craft (civilian missile) | Smallest surviving craft (military missile) |
Dumbfire | Bloodfang/Excalibur | NONE |
Javelin | Epee | NONE (some Tarsus can survive) |
IMREC | Ferret | Excalibur |
FoF | Ferret | Thunderbolt |
Leech | N/A | N/A |
EDIT: the missiles are included now for testing.
EDIT 2: I'm now working on early implementation of corvettes and capital ships in random missions, I'll have to learn the whole structure, but a quick and dirty proof of concept was successful, so in time, it should be possible to get random missions involving bombing a destroyer/cruiser with its corvettes escorts.
So, here you can see the quick and dirty test, showing that it's possible to have some of the installation destruction random missions be reconfigured to have the mod's capital ships as fixed targets (I've managed to replace fighters in a mission with moving corvettes as well, so I imagine dynamic capital ships should be doable as well). This offers some pretty interesting possibilities, in particular for including more of the capital ships I have in store.