DaBrain, from what you said, you want a difficulty level where the ships move, fire and are as smart as on insane, but you don't die that much.
Is this a correct example of a table entry? How many other entries would be in the table?
#AI Profiles ;; I don't understand how this works completely
$Default Profile: medium ;;??????
$Profile Name: medium ;;??????
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30
$Player Countermeasure Life Scale: 5, 4, 3.5, 3,3
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1
$AI In Range Time: -1, -1, -1, -1, -1
$AI Always Links Ammo Weapons: 50, 40, 30, 20, 15
$AI Maybe Links Ammo Weapons: 30, 20, 15, 10, 5
$AI Always Links Energy Weapons: 40, 30, 20, 10, 7
$AI Maybe Links Energy Weapons: 30, 20, 10, 5, 0
$Max Missles Locked on Player: 2, 3, 4, 7, 99
$Max Player Attackers: 5, 7, 9, 11, 99
$Max Incoming Asteroids: 8, 12, 13, 14, 15
$Player Damage Factor: 0.01, 0.05, 0.08, 0.09, 0.1
$Player Subsys Damage Factor: 0.1, 0.3, 0.5, 0.8, 1
$Predict Position Delay: 0.2, 0.1, 0.07, 0.02, 0
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1
$Friendly AI Fire Delay Scale: 1, 0.9, 0.8, 0.7, 0.6
$Hostile AI Fire Delay Scale: 1.5, 1.3, 1, 0.8, 0.6
$AI Turn Time Scale: 2, 1.5, 1.3, 1.11, 1
$Player Shield Recharge Scale: 6, 5, 4, 3.5, 3
$Player Weapon Recharge Scale: 15, 8, 6, 5, 3.5
$big ships can attack beam turrets on untargeted ships: YES
$smart primary weapon selection: YES
$smart secondary weapon selection: YES
$smart shield management: YES
$allow rapid secondary dumbfire: YES
$huge turret weapons ignore bombs: YES
$don't insert random turret fire delay: YES
$hack improve non-homing swarm turret fire accuracy: NO
$shockwaves damage small ship subsystems:
$navigation subsystem governs warpout capability: NO
$ignore lower bound for minimum speed of docked ship: NO
$disable linked fire penalty: YES
$disable weapon damage scaling: YES
$use additive weapon velocity: YES
$use newtonian dampening: YES
#End
The wiki didn't do a great job of explaining how these worked, and I didn't feel like looking for them in the VPs or wherever they were, and I'm too lazy to test it right now. Do the Boolean flags apply to all difficulty levels? I really don't understand that part.