Thanks Dreyus!
You do not need to fear that I could misunderstand your post. It may be long, but there are good points in it. I'm really thankful that you help me to improve the mod and you are mentioning really good points with very good arguments for your opinion.
Now lets start
1. I think that I was a bit lazy before placing only six wrecks in the game, but as I said in the next version there will be more and I hope you'll like them.
2. It is right that the Robots know very much about the Nomads, as they once created them. My thought was at first that the Monkeys developed special weapons against the Nomad shields, which would also fit to their specialty, which is superior weapon power.
The Robots got weapons that are good against all the normal shield classes and therefore would be to strong, if they are also good against Nomad shields. But maybe I can change this a bit to keep it realistic (They should do more damage to Nomad shields, as they know them quite good). So, I'll see what I can improve
3. The text is just tricking you. Of course it is the second best armor in the game and increases your hull quite a lot, but there is no special protection against the Nomad lasers.
5. Of course you have to use the blackmarket. That's why I added so many new contraband commodities to increase the players possibilities. An of course I don't want any new player to be able to buy a Crusher or an Amun after two hours of playing.
6. The gap that I mean is a technology gap. The weapons and shields of the Corsairs/Outcasts, which are the strongest from the colonies are much weaker than the weapons and shields of the Monkeys, Robots and Nomads. So there should be a faction, which has equipment that is a bit better than the Corsair/Outcast equipment, but still weaker than the Monkey/Robot/Nomad equipment.
I already got a basic idea, how to make the Order more special, but still keeping them the way I want it. But I have to try some things and see if it is good.
7. Actually at the beginning I only wanted to have three different choices for the player.
The Monkeys with superior weapons and shields.
The Robots with superior speed and agility and also the best torpedo.
The Nomads with special equipment (which is used by the NPCs; e.g.: Nomad VHFs fire Nomad torpedoes on you, which hit you quite often if you do not use CMs), large cargoroom (Valkyrie N1) and hundreds of ships
As I did not include new trops/CDs, the Robots have only the speed for now and the Nomads will also get some more special equipment.
And then there is the Order: I simply did not focus on them, but as I said I got an idea.
So, in the next version I think I will have these four major forces with the following specialties:
The Monkeys with superior firepower and the strongest shields.
The Robots with the fastest and most agile ships and also the strongest torpedo (stronger than the Nomad one, but slower and not so agile).
The Nomads with the largest cargoroom (in VHFs and also in one new freighter, which will then have the largest cargoroom of all freighters) and some special equipment (no ammo equipment, the fast Nomad torpedo, which can even be used against fighters, etc.)
THE FIRST IDEA
The Order with special ships for different situations: a bomber with about six torpedo mounts against capitalships, two "fighterkillers" (one is a fighter, which is very fast and agile and can have strong weapons against fighters, but therefore no additional equipment and weak shields; the other is a capitalship, which has only anti-fighter weapons and cannot stand against VHFs and other capitalships)
OR THE OTHER IDEA
The Order with special weapons. These would be codenameweapons, which could for example do enormous amounts of hull damage but no shield damage, or both, but with very high energy consumption and slow refire rate, etc.
So, what do you think about this. I also have some other specialties I could add, but I'm not sure where to add and have to think about this.
So I hope that I will be able to have four new forces, which all have specialties and are of similar strenght!
8.
I already did some new unique weapons during the last days!
9. In every release of my mod the story I tell in the infocards will somehow go on and I will develop it. I personally do not like mods that add thousands of ships and systems, but have no infocards or only very basic ones. I want to tell a story, which makes the game more interesting. But creating new missions is just to difficult and takes to much time. I'm quite sure that I will not do this.
I hope you like my little stories I tell with all the infocards and you can be sure that everything new will have it's own story, like in the last versions.
Now 4:
At first: I personally do not like capitalships or at least I do not like player controlled capitalships. First Freelancer was not made for player controlled capitalships and therefore there will be problems all the time (docking with stations, weapon classes, etc.). Second I think that a good player would always prefer a fighter as in a one-on-one the fighter pilot would surely win. Capitalships are just too slow, too big, not agile enough and they would need very fast and also strong weapons to stand against fighters. For a player, in my opinion capitalships are getting boring very fast as he only sits there relying on the strong shields and hull and shoots around with its turrets without moving very much. None of the special movement maneuvers is possible with a capitalship. So, capitalships are good for NPCs so that the player can kill them (then there are several capships and most times also a fighter escort), but they should not be pilotable for the player.
I would not have included these two ships, if there were not many people, who asked me to do this. Therefore I decided to include somehow "fake" capships. The Crusher and the Amun are both as big as a gunboat and still quite fast and agile. I would never fly them, but I think it is ok to have them in the mod. I will maybe even add some other pilotable capships, but I will never make battleships pilotable maybe not even cruisers.
If anyone does not like this just say it here and we can talk about it!
So, now that you know, how I think about capships I can answer to your post. I tried to add the two capships in a way that they fit in the mod and the original game and are balanced.
I already thought about increasing the price, as you get a fully equipped ship. If you buy and Anubis and equip it with the best equipment, you also need around 3-4 millions. So maybe the capships should be a bit more expensive. But I'm not sure about this.
As you said the armor and shield is quite high, but just right for this kind of ship (they get hit much more often then fighters, as they are slow and big. This is also a reason why they need good armor and shields, which are strong AND have a fast rebuild rate).
Of course capships of the four houses are not very good in offensive, but I already increased this and you should think about that even low level players will sometimes have to fight them and should at least have the chance to flee. So the house capships cannot be so strong. In my opinion if you try to attack Rheinland or Kusari capships with a Titan the fight will not be too easy and also Bretonia and Liberty are a small challenge.
But of course there are the Nomad, Robot and Monkey capships:
The Nomad capships have very strong weapons, but the projectiles are too slow. I laready thought about making them faster, but there is one important thing:
I want a single player to be able to play my mod and stand against anny enemy he will find (Of course not if there are several wings, but at least one group of ships should not be too much for a player) and I want also players, which have "only" a Titan or Sabre to be able to stand at least for a short time and some battles in the new systems. So the new capships must not be too strong.
This is, why you may find the new capships too weak, if flying an Anubis, a Mystere or a similar ship.
The Nomad capships, I will try to improve, but the Crusher and the Amun are just good in my opinion.
They both have anti-fighter weapons, missiles, which are also good against fighters, anti-capitalship weapons and a lot of armor and shield.
The only thing, which is a bit problematic are the NPCs, as they are not yet able to pilot these two ships in a good way. I will work on this, to improve also these two new capships. But I think the ships with their stats and weapons are quite good as they are.
But you also had one very good point, which I will include in the mod. I will make capitalship shields much more resistent to fighter weapons to increase the effect of torpedoes. A class ten light fighter (like the Discoverer) should normally not be able to destroy a capitalship. This should be the task of VHFs or bombers (I want to add some ships with sveral torpedo hardpoints, which are then somehow a new class bombers and good against capships).
So, I will make capitalships less weak against energy weapons, but I will ad stronger torpedoes.
The idea with special nanobots is a good one, but unfortunately not possible. I'm not sure, if I could create a new kind of Nanobots, which can be used by players (the Nomad rebuild cells only work for NPCs). But I'm totally sure that I cannot restrict these nanobots to capships. So everyone could use them and therefore this idea is impossible to include, sorry.
One thing for the Crusher and Amun. They may have the size of gunboats, but they are classified as Cruiser/Destroyer, as they have the strentgh of these ships. So the size is not important but the strenght and use.
Quote:"What I'm suggesting is making all gunboats and capital ships increased in gun strength, to actively destroy a single ship with 3-7 consecutive shots (changable variable), making any attempt to destroy them risky indeed. Also not to make capital ships invincible to lower class ships but to prolong the battle so much that for a lower class ship to survive it must require skill not just circling and constantly shooting. Nanobots and Rebuild Cells are perfect for it because it heals them but will eventually run out, making anything killable by anything, which is ultimately what we want."
This is a good conclusion and even if my suggestions above may have some differences I aggree with you. I will do some of this and also some of my ideas, as I think that sometimes the mod must be unrealistic to be still entertaining and interesting to play.
So, about capships: I will change them and they will be good against fighters and other capships. The only danger will be large wings of VHFs and bombers and other capships. I will try to add some of your points, which are better than some of mine, but also keep some of my ideas, which I prefer to others of yours.
Now to the Thoth: Her I have to say that I do not aggree with you. In my opinion a freighter for the Monkeys (in the next version also for the Nomads and Robots and maybe also the Order) is quite useful and the Thoth fits into the mod. The Amun and the Crusher are capships that cannot dock on stations (cannot trade everywhere), are quite expensive and mainly for fighting. So a freighter is still needed to have a fast and cheap method to trade larger amounts of goods (maybe I will even decrease the cargohold of the Crusher and Amun).
I also like the three cockpits and the three pilots as it looks like you had some crew on the ship. The size is also ok for me as it is a big freighter with a large cargohold. And finally the turrets fit to a freighter.
So, I like the ship as it is and think it is good, but If still don't you might ask some others, if they also want me to change this. I hope you can understand my points.
So... Also a very, very, very... long post from me. Maybe I sometimes wrote a bit short or it is hard to understnad, but I was a bit tired already as I began to write this. So, just ask or write back if there is something wrong.
Again, many thanks for all the good suggestions. It's really a great help for me and I would like to hear your opinion about my answers.
See you around!
Black Eagle