.) Adding new entity types to the game, or new buff atomics, etc is non-trivial and will require code support, thus testing, new patches, etc. If there is strong support for a particular change (I hear a lot of "let me add fighters to my defense module") it may happen but it is not possible to give this control to the modders without rewriting the engine
I figured so, but that's probably one of the most popular wishlist items. I realize it's not trivial, but if possible it would be great if somewhere down the line if a few more basic things were added. From reading the modding forums a lot, I would say the following few things are asked about most frequently (though the last one is a personal wishlist item
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- Making non-fighters move like fighters, without all the drawbacks of the "Fighter" entity type. Yes with a lot of ships this is bad, but mods can inherently be balanced around fewer ships where this would not be a big issue. So in essense, having the option of making a current existing ship entity type have the property of fighter movement.
- You already mentioned the capital ship limit, so yay
Thank you!
- Adding command points through research, rather than only # of craft to squad. The DPS increase can be made the same either way, but the effect of "I got a whole extra squad" is much more visually noticeable than extra craft for existing ones.
- For buffs, as I previously wrote, a few more weapon-specific options. Everything else I feel is pretty well handled, but we're extremely limited in how much we can manipulate the host ship's individual weapon types. As in my example, we can only play with the "ENERGY" weapon cooldown, with no destinction between pulse, plasma, what have you. Completing the group and creating a set of modifiables for each existing weapon will give us a lot more options. Basically, a buff atomic to change damage, range, and cooldown for each weapon type (Autocannon, Missile, etc).