some of those are good ideas, a few of them are impractical, many already exsist (and has exsisted sence retail), or could be made useing the exsisting code, but as of yet no one has implemented it.
Thanks for the comments! Some of the "impractical", I'm fairly sure, are because we're trying to make as close an approximation to Tachyon's gameplay as possible.
wait, are you planning on making this mod?
Yessir. It's more of a conversion, though. As much as possible, we're aiming to make this a standalone game, really.
not sure exactly what you mean with the first three, you can fly backwards with the right table values, unfortunately this is less usefull than you probly think due to the physics of the game.
I've got it where I can fly in reverse. There's a few limitations inherent in the current system, though.
1. You cannot use afterburner in reverse. ie: to add to the thrust in reverse in the same way that it adds to your thrust in normal flight.
2. There's no HUD indication of your speed.
The reason we're asking, is because Tachyon's gameplay was always
very highly dependent on you being able to thrust forwards OR backwards, at the same speeds, and with afterburners in either direction. That is one of the key things that elminates the "circle of doom" mentality that dominates the majority of space sims. You can thrust side to side, and forward/reverse - so you can equalize distance between you and another ship, or"keep the gap" between you and that other ship - and do it all while having the capability for some truly awesome manuevers should your opponent screw up, or should YOU screw up. It's quite scary how quickly ships move in tachyon, and how having the ability to sidestep even individual shots, or missiles, changes the face of combat.
Basically, it's just a request to allow the same functionality in reverse that you can have in forward. In as many respects as possible. This is something that I didn't discover until after I'd tabled reverse thrust in, but it's a big-time solution for us, as we're trying to duplicate functionality as close as possible.
chargeing weapons is something we keep forgetting we want to implement, it'll happen soon probably.
Awesome

What we're looking for, just to clarify, is the ability to not only charge, but to retain firing ability at any point of the charging process. From 0-100%, just to assign an arbitrary scale, when you release at 50% charge, it would deal 50% damage compared to the fully charged release, on that same scale.
the jump gate thing could be done via a set position sexp,
Just to clarify: In Tachyon (much like Jumpgate, from Netdevil), you "jump" to another place/area by flying through a spherical "tachyon gate", with pylons "generating" the "field" you jump through. Can you assign that function to a specific portion of a model (the sphere), while retaining the solidity of the rest of the model (the pylons)?
describe in more detail what you want done with the secondaries.
In tachyon, you have multiple "banks" of weapons, like in FS2. However, you can use two "sets" at a time, whether primary, or secondary. So, say you have 3 lasers. They're set up as 2-1. However, you might also have two "sets" of 2 missiles, or torpedoes, what have you. So, you'd "swap" to the other two "sets" - and you'd have 2-2 FS2 *secondary* weapon equivalents.
In FS2, correct me if I'm wrong, you only have single-weapon secondaries. No linking of multiple weapons within a single bank - AND, no linking together of two *secondary* banks, like you can with primary weapons. So, while we can now fire both secondary and primary weapons simultaneously, in FS2's engine (which we couldn't do in Tachyon); we CANNOT put multiple weapons into the same bank, nor can we link the two together for mass-fire.
That's one issue. the OTHER issue is, many ships carry several different weapons "packages", and do it all simultaneously - especially the "heavy" assault ships, or the bombers. I'll use the Warhammer, for instance.
It has a single, quad-linked primary (laser).
HOWEVER - it has a 2-2-1-1 secondary setup. It's usually loaded with dual high-speed/high-yield rockets (per slot) in the "2" slots, and 1 railgun apiece in each of the "1" slots. So, not only do we need the secondaries to link together, but we need the capability to swap "active" weapons in each "bank" In tachyon, you use the tilde to link weapons, 1 to switch the first "set", 2 to swap the second "set"

Like, here. One single weapon, each "bank". That's what FS2 does now, for secondaries.

This is what Tachyon does, for secondaries as well. (yes, it says laser in this picture, but it can do it for any weapon). See the quad circles, linked with the x in the middle? That denotes that there are 2 active weapons in each bank, linked to each other.
However, I'd also like to switch between those rockets and railguns, on a per-bank basis, as well as link them all together.
In some ships, there are actually 6 different secondary weapons banks, with 2, sometimes 3 primaries. So, even if I reversed the two, you still couldn't swap weapons in the *primary* slots, either. So, basically, I guess we're also asking for the abilty for a ship to *swap* active weapons, rather than switch between "choices" on a vertical list, as the hud displays now. If it's still unclear, I'll try to FRAPS what I'm talking about.
So, to sum up:
1. Multiple secondary *weapons* under one BANK of weapons, like primaries are able to do.
2. Linking 2 secondary BANKS together (toggle)
3. Ability to SWAP active secondary weapons out for another choice, in both the #1 and #2 secondary "active" slot. Primaries do not need to swap, at least for our mod. So, in the Warhammer's case, switch between quad plasmas and dual rails with a double keypress (per-bank, so as to minimize loadout order casualties later on

)
That's about it, for that subject. Basically, it opens up a horde of functions for secondary weapon choice and gives you a LOT of on-the-fly selection freedom.
Make sense?