So I did some digging here and I've done a ton of searching elsewhere; apparently my interests in modding aren't the common things people go for in FL. Thus having some trouble finding answers. Mostly I like FL as is, insofar as plot and setting go, but there are some gameplay issues with it (and pratically every other Elite style sim) that bug me so That's all I'm looking to change. Mostly just balance things. I'll list them all, even though some I already figured out and note the ones I'm still looking for help on so you can get a general idea where I'm going with this. I'm new to modding FL but I've done lots of other modding from mapping to scripting to hex modding on really old games. So don't be afraid to throw out the complex answers, but be specific when it comes to stuff that's particular to FL modding, because I don't have the vocabulary and experience with this particular game yet.
Filler weapons and ship types. I just don't get the concept of useless stuff in games. Better and worse ok, but not useless. The challenge should be one of piloting skill not grinding tolerance. So I need to re-balance all the weapons and ships to make each serve a specific function. Not a problem, it will just be time consuming.
Shields on small ships. Gone. I can buy a station, cruiser or destroyer having the power needed for this but not a fighter. Besides they make people too comfortable. It's much more fun when every weapon hit could result in some subsystem getting knocked offline. (Did I mention I like Battletech?) This should be easy enough.
Which leads us to nano-bots, also gone. Gah it's the health and mana potions of the space age. I'm astounded they didn't make them red and blue. Another upside is I don't have to make the AI use them to balance, just take them away from the player.
Here we get to the trickier bits. Missiles..... Okay, maybe I played too much Elite and too many Jane's sims buy I have a real problem with ships carrying boatloads of missiles. You know cause... they're big. Heavy too. I also don't care for weak missiles, I don't see the point. Missiles should expensive, deadly and VERY limited. What I'd really like to do is mount them to hardpoints on the wings (detach, ignite and fire would be sweet) and have that be a major factor in ship balance is it's missile loadout. They essentially should be one hit kills if they hit. Variance should be in speed and tracking. (and special types like the disruptor) Torps for larger vessels that have shields. I'm guessing that hardpoints are going to be really difficult though, (especially since I'm NOT good at modeling) so I'd settle for just limiting the amount carried, but I'm not sure if that's possible. or if so how.
Letting yourself get mobbed should be a "trademark Mr. Skullhead" Bad Idea. Four incoming fighters should scare the pants off a lone pilot. With the other balance changes this should be fairly easy to manage, and will add to the importance of how many missiles you can carry. The problem is that Freelancer AI by default is like Zerglings in space. I'm surprised they even bother to spawn off screen rather than just materializing incessantly around my ship. So I need some way to tone that down. I know the encounters have parameters for group size and respawn time, that will do if it has to. What I'd really prefer though is for the NPC "patrols" to actually... well, patrol. Leave base, go to Nav A, B, C sweeping for hostiles then RtB. If this can be done, I'd appreciate some ideas on how best to implement it.
Lastly I like tactical abilities in games. I have some ideas on how to add some depth in this area but not sure how best to manage some of them. First I'd like to make the space phenomena more phenomenal. Dense asteroid, ice and debris fields limit sight; but I think all nebulas, badlands and things of that nature should use the reduced sensor range hazard. My question is will this affect the AI, or does it use ye cheezy magic detection routines most game AIs seem to use? Another thought is engine kill. Does this actually take you off radar? If not couldn't the cloaking device be modified to be radar only (just nop the call to the visual effect) and activate only when the engine is powered down? (say give it the same bind key as a simple solution) This would be great for losing enemies, smuggling and setting up ambushes.
So those are my ideas and my questions. I'd be most grateful for any assistance anyone could offer. Thanks for reading.
Jack