Originally posted by CP5670
I think you definitely have a point there on the fire wait penalty. It would certainly have a huge impact on the gameplay balance, but I think it would be for the better since it would greatly increase the available combat tactics. Currently, there is no point (except for one or two cases) in using two weapons together because they just both fire more slowly, but this mod would actually create some point of having multiple gun banks on a ship.
I would recommend that you either set the rate of fire to 75% for both guns instead of the default half (so there is some penalty, but not total loss; a compromise between both parties
), or better, leave it as it is by default but add in a table setting (maybe ship-specific) that specifies the linked fire rate, and have the game read it to be 50% as usual if the tag does not exist. This way, the game would still be compatible with older campaigns (like the main one) but would allow designers to take advantage of the feature.

You greatly overestimate the usefulness of this. The penalty can be toggled with a #define and is on by default. There are no compatibility issues at present -- it's just fair.
Oh, by the way, I should point out that the penalty is unfair in yet another way. If a ship has twice the gun mounts in one bank compared to the other, then it makes sense to use only one gun bank. For instance, the Myrmidon's first bank has 2 gun mounts, and the second has 4. The second gun bank by itself does 25% more damage over time than both banks linked. On the Myrmidon, it is extremely rare for the two gun banks to mount different weapons (it can't support special-purpose weapons like the Maxim, and the SDG is
very special-purpose). Also note that fighter beams circumvent the penalty entirely, by virtue of being, err, beams.
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New feature: Mission ship flag 'beam-free-all'This is like the mission flag for beam-free-all-by-default, but for specific ships in the mission. Useful if you want to, say, let the NTF cruisers in sm1-03 fire their beams, but not the Psamtik. Normally, to accomplish this, you would have to use the sexp 'beam-free-all' on the cruisers, or 'beam-lock-all' on the Psamtik, since the beam-free-all-by-default mission flag frees beams for all ships in the mission.