Lots of stuff has been happening recently, and I have been away for a long time so:
A): what is the latest build? I currently have fs_open_r.exe
B): has the various turret ideas been implemented? such as recoil (optional), non-fire-though-own-ships-hull code(you know the bit I mean), fire from all firepoints at once (primaries only)?
And a suggestion:
Item flags.
Currently, we have, for ships, 'fighter', 'bomber', 'cruiser', 'transport', 'cargo', 'corvette', 'capital', 'supercap', 'freighter', 'gas miner', 'drydock', and 'sentrygun'
and weapons can get 'huge'
What I suggest is:
Ships (and missiles) can be given one of these flags:
Warhead - Large missile, but not a torpedo ie Trebuchet
Bomb - Very large torpedo ie Cyclops, Helios
Sentrygun
Fighter
Bomber
Transport
Cargo
Cruiser
Freighter
Gas miner - same as above, just effects expolsion
Corvette
Frigate - may not be needed?
Capital/Destroyer - standard Destroyer vessel
SuperCap/SuperDest - Stuff like the Hades and Lucifer
Juggernaut - Coloussus and Sathanas
And weapons can have a range set within those parameters.
eg.
1: 'Cruiser+' would mean the weapon (under AI control) would fire on anything bigger than or equal to a craft with the Cruiser' flag (just like the curret 'Huge' flag)
2: SuperCap-' shoots anything smaller than a SuperCap flaged ship/weapon
And if combined:
3: 'Bomb+ Transport-' anything between a Trebuchet and a Elysium would be shot at (not inclusive)
This would mean that anti-fighter weapons don't shoot at Juggernauts, while the larger stuff will shoot at ship they are more likely to shoot at.
just an idea from a player......