Ok.... I've been considering adding some new SEXPs to the code for Reciprocity. What I'm thinking is that, if I post a list, someone can tell me if any are already implemented so I don;t have to do 'em (or better still, can look at 'em and try an understand better how they work).
It'll probably be a few months 'till i even attempt this, but I figure this may prompt people to come up with their suggestions, anyways.... anything I do will, of course be freely available ('spechially as it's likely to need a hell of a lot of bugfixes :doh:)
I'm not expecting anyone to actually make this for me...that would be unfair and unrealistic. i'm just brainstorming, really... anyway, my ideas;
- jump-debrief - end mission and goto a standard debrief (as if jumped out...this is useful for fighterbay endings, especially....

, what wouyld be really cool would be to play some sort of simple animation of an internal bay's doors closing from inside the cockpit (to make it ship independent) upon end....)
- turret-tagged-only - locks a single turret (or group) to only fire on a tagged ship - as oppossed to all turrets, which i
think is how it presently works (could be wrong)
- turret-target-only - turret only attacks the targeted craft....or something along this ilk
- internal-message - sends a message without the white brackets, and with a string as the sender (for messages from unknown sources, or from alpha 1, or a co-pilot, without having to use 'trick' objects)
- barrage-target - launches an SSM barrage against a target.... i'm not sure how this works with the targeting laser in the current code, though
- cap_turret-firings - allows a turret to only fire xx times (I think you can use a variable and fire-beam to do this with beam turrets)
- oh... and allowing more hotkey combinations to activate events with the 'key-pressed' sexp
(some of thes may already be in FREd...I hardly ever use it)