Version 0.6 is almost ready.
It's getting much closer to resembling something like my hopes for the project...
- Major Changes:
More forgiving to the smaller and lower tech vessels.
'New Lasers' type overhaul using the ROYGBIV rainbow template: bigger vessel, more powerful lasers.
Some workarounds for ship elements that are not yet writable via script e.g. fuel cost.
Less restrictive grade specialisms.
Lines that have been 'greyed out' are not yet implemented and are not likely to be in time for the upcoming release.
Bold text (where not a heading) indicates new equipment items.
As before, tech and size are set in stone for each ship but grade can be altered via purchased re-fits.
There's still quite a bit of nerfing going on (whole premise is that no ship can have everything) but there are some powerful new options too like bolt lasers and hardened shield boosters.
Main appeal is likely to be for those who like to work their way up from a weaker starting vessel.
- Cobra Mk III example (high tech, large vessel):
The service option is a miner specialist. No large cargo bay, passenger berths or missiles but an improved recharge rate. A cheap refit option.
The 'transit' is essentially the ship from the original elite. 0.3LM speed, large cargo bay and improved recharge but no passenger berths. Again, a fairly cheap option.
'Civilian' is the standard oolite model. No large cargo bay but 4 uninstallable passenger berths (one more than an LCB would usually allow) and 20 TC cargo. Medium price.
'Military' has only one disadvantage (no LCB) but has unbreakable military shields and an improved energy rercharge rate. Getting a little more pricey.
'Performance' is the speed merchant option at 0.4LM. Cargo capacity is down to 5TC in this case but recharge is also improved. Most expensive choice.
Compatability with other oxps is likely to be limited so this is best tried out with a new commander or at lest a backed up save file.