Hello,
allow me to join in here and post the request for the WC-SAGA-MOD.
But I'm pretty sure that most, if not all of these wishes would be a
great addition to the code and the other projects as well. It is much,
I know, but I still want to post it here, in the hope that something
will be done.
Here they are, in the order of what is needed most in the first place:
1) To finally made the autopilot function work, there are two things
missing. A Max-Radar-Range which can be set as a flag in the launcher, so that the "infintive radar" is only the value you have set.
And an sexpression, which can controll the time-compression, best way would be, that it slows down in one or two steps, and not
jump von 64x to 1x (but even this would be enough)
Asking for a single "autopilot"-sexpression, which will fly to the
selected navpoint, activates and deactivates the time-warp and
form your wingmen (or let the player form on the leader) would
be to much to ask I guess

(Also a small problem, when you fly to the navpoint via autopilot,
means your fighter is controlled by the AI, you cannot target
anything (which is actually not bad), but you can't see the distance
to the Nav-Point either. Maybe some Lead-Indicator or something
could solve this problem).
2) Weapons.tbl should get a "max.range"-value for missile weapons.
Problems can be handled more or less with the live-time of the
missile, but if it is not to difficult ....Problem is, that AI-Fighters fire
their missile from a very far distance, depending on the lifetime of
the missiles.
3) Phreaks very cool stealth-modus he once developed, but should
be possible to control over sexpression and of course for AI-Fighers
as well (and for the player pressing a specific button).
4) Taunt enemy. Just for fun, but would be perfect, when a taunted
fighter automatically drops his target and attack you (after you taunted him 2 or 3 times).
5) Death screams of enemies (not all, only a few of them, maybe
activated in FRED). When fredding a death-scream in a mission, you
have to set it to guardian, then when it's hull is 1% send the
message, and then selfdestruct him, that's the best way IMO. When
I say, send message "when destroyed", the message can only be
sended by "command" or something, but not by the destroyed
fighter, and I need these comm-brackets around the target to make
it realistic. Some Fighters are exploding instantly, but others are
rotating and braking apart, for these the death-scream would be
perfect.
6) Every shockwave (except missiles perhaps) should effect the
player with the EMP-Effect, the nearer you are, the harder the effect.
Shouldn't be to difficult, because the shockwave from the
emp-missile already has that effekt. Maybe it can be edited to the
tbl, if a shockwave will have an emp-effect.
7) Every time a capship explodes (in the same moment when it
brakes apart and the shockwave starts generating) there should be
a bright flash apear on the screen (maybe like the sun-flare). Best
would be, if the strongness of the effect depends on how your view-angle is. Extrem bright when facing the exploding ship, and rather small when you turn away about 180 degree
(I always liked that in the WC-Games

)
8) A different way to add subobjekt to a modelfile, which are visible
and destroyable,
but not targetable. THis is needed for
parked fighters inside a carriers hangarbay. If you build them as
normal subobjects, you can target them, and even worse, you can
still target them when they are destroyed and didn't exist anymore.
(Maybe this could also be achived by mutliple docking-points, but I
would prefer the other solution). Turrest are a little different, they
cannot be targeted after destruction, maybe it would be enough
if you can target the parked fighters when still alive, but not
anymore when destroyed, but not targetable would be better).
Fred-Changes (Important).
9) Most of our carriers have two fighterbays, foreward and back.
Forward for launch, back for landing. We need a addon in
FRED, which let you select the subsystem , from which a wing/fighter
should launch or land. Earlier I thought, I can achive this using
waypoints, but it isn't working every time. The AI makes what it
wants to, same goes for launching, it is not always using the first
path (just an Idea, but sometimes it seems, that the game didn't say "bay01" is now free again. Can it be, that there is somesort
of "time-amount", how long a path is busy after usage ? )
10) We need a "fire missile-turret" sexpression. Same as the "fire
beam", which works fine for primaries, but not for secondary weapons. Maybe "fire beam" can be upgraded.
Thanks for your time !
P.S. My Team-Mates may correct me, If I had forgotten something.
(edit) Actually I forgot someting important. A stable shield code for
shielded capships, and good animation for these shield-hits. AFAIK
there has already been some work here.