It was never my intent to suggest changing the game balance at all, for the record
It's really difficult to multiply all the ship's speed and maneuverability by 3 and still have a balanced game. Not to mention a game that has a game play style anything like freespace.
I'm not saying it wouldn't be neat to have ships zipping along at 225 m/s shooting at each other, but I am saying that it wouldn't be freespace.
Have you tried it already?!
It will feel more freespace than you can ever imagine, trust me
However, this is unviable for already released campaigns... however new campaigns could make use of a nice velocity mod (and I mean a WELL DONE velox mod) to break away that dull thing that is "chasing" heavy fighters\bombers...
A long time ago ive done some test on this: made the changes to the tables (explained below), and done some missions specially designed to take advantage of the speed modifications... worked wonders, just meant a slight rethink of mission design convention ofc.
The .tbl changes were as follows (as far as I can remember):
Speed of fighters\bombers\small craft in general x2
Speed of missiles\bombs x2
Speed of energy weaps x2
Lock time of IR missiles 1\2
Lifetime of missiles\energy weaps 1\2
Effective range of AAA beams increased by 1\4
Also tampered with the AI.tbl so it would cope better with the above changes (cant remember what ive done exactly here)
The result (at medium dificulty): much more imersive dogfights, no more turkey shoots against heavier classes and endless waves of enemies, and it wasnt as easy to kill a space superiority fighter whn you were flying a heavy fighter, and uber hard to do it on a bomber.
So basically you had the imersion factor (lightning flybies when head to head, etc), a different (imo better) differentiation in the doghfight capabilities of the various classes of fighters. And most important of all, no more "Alpha1 kills hundreds of drones by himself", that is, when against other fighters, you were actually flying against another PILOT (so to speak), instead of going against the shivan grandmas.
Keep in mind that wasnt near as refined as it could\should be, but it was already a good start.
Now heres a question: is it possible via scripting, to implement above changes generaly, but WITHOUT seeing those changed values ingame (for example, a perseus would b flying at 160 m\s in reality, but ingame it would still show 80m\s)... im just curious
Soz for the topic derail