Hi Powerdoll!
It's nice to hear that you like the mod and I'm grateful for your suggestions. Just to answer some of your questions:
I know that we discussed many things that are nor in the current version. The reason is that I got a list with about 50 different points about things to add to the mod. Half of these or maybe even more are your ideas. But unfortunately I would need one year to add just 15 of these things to the mod.
In the last few months I was really busy with school stuff (my A-level is in one year and all marks I get now are already counting for it) and also some other things in real life. Therefore I did not have the time to include so many new things in the mod. As I wanted to have as much additions as possible I made at first the additions, which are easy to do, or better easier than other additions.
I hope you can understand this. Slowly but surely I will try to add all the things we discussed, but this will take some time, as FL is only a game and I also have a real life (really
The robot voices would have been an easy addition, but I could not find the voices until now and therefore skipped this for version 1.18. But I will definitely try to find out if they are in the game and if it is possible to add them to the Robots. But I once told you that in my opinion the Robots are so intelligent and highly developed that they speak like humans. This would explain their voices and if I remember right you agreed with this some time ago.
So, do you still want to have Robot voices and what do the others think about this?
I started to reskin the ships that are used twice (Anubis, Valkyrie, Legionnaire) for the last version. But after many, many ours of work there were still some bugs and therefore this did not get into the mod.
As I said before, I want to release a patch to version 1.2, in which the commoditymarket is finished. In this patch I will also try to add new skins for all these ships.
The special NPC thingy is quite alot of work (at least if I want it to be good). Therefore this is not in the current version, but will definitely be in a future version.
Also including the story-only systems is a lot of work and there are some problems. Some of them even cannot be included without having bugs.
But I already found a solution for this (I will clone the systems and put them in the same place on the Navmap ("over" the others). This should work and I will add this soon.
The Nomads are another thing that I want to add in the patch I mentioned. They will give you missions against Monkeys, Robots and Order and will tell you news, etc.
For the battleships I have to say that I personally also dislike them. I do really not like to fly battleships and just think that in FL (I don't want to say this for all space-games) flyable battleships are just crap.
But many asked me to add battleships in my mod and therefore I did something good for both sides. I added two flyable battleships, which have just the size of Gunboats and are still killable for one single player. This way, I have flyablke capships, but they are not necessary to stand against your enemies, so that everyone can decide, if he wants to fly them.
I will also rebalance these two ships and the torpedoes. Torpedoes will do more damage to capships, but will therefore be much slower. This way capships are easy to kill for VHFs/bombers, but still strong ships and torps are still no uberweapons.
The Mystere I personally like. I think that I will not give every faction two different VHFs, but especially the Nomads are a good faction for this. They fight against everyone and their first VHF was just stolen from Rheinland (Improved Valkyrie). The Mystere and the Valkyrie N1 have differences (maybe I will also rebalance these two to make them even more different). This way, players, who are friends of the Nomads (and therefore enemies with all the other factions selling a good VHF) can offer a good VHF to every player and it doesn't matter how he likes to play.
Another reason for the Mystere is the alien-like design. In my opinion it fits to the Nomads.
The not-showable structure is a problem of all ships, but it will hopefully be solved soon (the code is already known and Anton is working on a tool for it). But I think that having new ships without the structure is better than just using old ships again or have new ships.
The battleships for the two big pirate clans are easy to explain. The Corsairs stole some Rheinland capitalships during the first Nomad war. And the Outcasts stole some Liberty capships to guard Planet Malta and Omicron Alpha. In my opinion it is quite usual that bigger pirate organisations are able to steal things like battleships. And of course it adds some more action and difficulty to the Omicrons and the whole game.
I hope you agree with me, but it would be nice if you tell me what still needs to be improved, or which of my arguments are not good enough.
It's good to have you here again and I hope to see you around!
Have Fun!
Black Eagle