List of primary feature requestsPlease let us have proper missile thrusters again. We haven't seen them since retail and early mediavps. Back in retail missiles had modeled thruster cones that had a thruster effect like ships did. This is still possible to do with or without $Thruster Flame Effect, but it requires said modeled thruster cones. Since ships don't require modeled thruster cones, why missiles still do? Basically same thruster capabilities for missiles that exist for ships, pretty please. Right now you can try to simulate a thruster with particle spew, but of course you waste your particle spew effect for it, not to mention it doesn't look all that good on fast moving missiles.
Missiles may have more than one thruster and not all of them may be of same size. So setting particle spew per thruster should be possible, instead of always being generated from center of the missile. Not sure if this works on ships, haven't tried. If not, it should work there too.
Beam-like warm-up and warm-down for normal primaries. By this I mean the glow prior to firing and after firing.
Remove requirement of using pof-files for flak-type weapons and missiles. Allow use of effects for flak and missiles, like in lasers.
Allow defining when beams begin fading when +Range is used. Often beams begin fading too soon and they no longer look powerful at long range, but +Range is necessary to prevent beams from being longer than intended.
List of secondary feature requestsMake armor types work with beams that don't have "no pierce shields" flag.I would really appreciate ability to set AI classes per-AI profile. This is on Sushi's to-do-list.
For weapons I would like to have shockwave radius override, so that I can set shockwave radius independent to inner and outer radius of blast. In addition a way to control shudder caused by shockwave, again independently of inner and outer radius of blast.
Remove limitation of $Expl Visual Rad flag only affecting ships that don't have propagating explosions. The main explosions when a large ship breaks apart are often ridiculously large and this would, I assume, fix the problem. See GTD Orion for example, it produces humongous fireballs when it breaks apart, so large that it looks stupid.
Currently there is no way to turn off shield mesh if you have enabled surface shields. I would like to have this option. In addition, I would like to request a flag like $Surface shield impact effect, which would let me choose an impact effect that is displayed instead of weapon impact effect whenever weapon hits hull with surface shields and there are shield points left.
Extend $Damage Spew and $Impact Spew flags to also allow setting custom damage spew effects on per-ship basis.
List of tertiary feature requestsI would like to propose two extensions to $Hull Repair Rate flag. $Min Hull Repair and $Max Hull Repair. The first flag would control how damaged a ship can be for passive hull repair to work. For example, if you set $Min Hull Repair: 20 it would mean that if hull integrity drops to 20% or below, hull is no longer automatically repaired. Likewise, $Max Hull Repair would set a hard limit to how much passive hull repair can repair hull integrity. Setting $Max Hull Repair: 80 would mean that hull repair only repairs up to 80%.
Make icons.tbl and medals.tbl modular and campaign specific. Meaning each campaign could have its own briefing icons and medals.
Features to allow dynamic (one that doesn't need to be fredded using s-exps) electronics warfare. Modern combat revolves around electronics and technological advantage in the field. This feature is something that I haven't thoroughly thought about yet, and I need some community feedback on it. Crude idea is to have some sort of tech level flags for ships radar, ecm, eccm and stealth features. For example, if your own ship has stealth and radar level 100, but enemy has radar level 110, the enemy spots and engages you earlier and thus has an advantage in engagement range. However, if you have higher ecm level and enemy's eccm, he has harder time locking his weapons on you. Stuff like this. Levels would be in percentages where 100 is 100% and standard level. I think this would avoid the need to define tech level modifiers elsewhere.
Ability to select which weapon banks you can link. For example, if a ship has three primary banks, you can link second and third bank but not first. Right now it's only possible to either allow or deny linking of all primary banks, but not specify it per-bank.
Extending usability of eff fileList of completed feature requestsGive fredders ability to control weapon damage type, weapon shockwave damage type and ship shockwave damage type via sexps. - Done by FUBAR
Extend armor.tbl functionality to allow controlling of shield-piercing through damage and armor types. For example, a beam weapon by default pierces all shields. But then you have a special shield which beams cannot pierce, or pierces only partially. - Done by Wanderer
Additional scripting capability to hook into beams. The game engine does not consider beams as weapons at all. So if I want scripting to do something on beam impact for example, it doesn't work. See Flashy weapons script as example. - Done by Wanderer
Thank you in advance if someone goes through the trouble to implement any of those feature requests.