Sounds good.
Have you been in touch with Stormprooter - his "Mostly Harmless" mod is fully functional and I reckon with two of you working on it things could get rather interesting. I know he was wanting to get working on tradelane disruptions & NPC patrol paths when he last mentioned working on updates.
A greater variety of paint jobs on the elite ships would be cool. No hurry though, I am still trying to get my head around generating asteroid/scrap/mine/dust fields in such a way as they can be plenty of variation, and being placed in 'sensible' positions within the systems. It's tricky though, as the 'data structures' in the files are quite messy and do alot of cross-referencing.
Asteroid fields are the foundation of everything else that is due to follow. Need them for pirate bases (as they should be obscured in some way), pirate bases are needed for pirate patrol paths (where no jumpholes exist in the system), pirate patrol paths are needed for tradelane disruptions.
Patrol path generation is also going to 'fun', if it is not to be too repetitive and predictable between systems. All mathematical and logical problems that I will solve at some point.
One more thing, I need to re-do all the weapons, beam weapons are no good with the Freelancer engine - it's all just far too easy with the game's targeting system - I need to change them to be more like the vanilla game and act more like projectile weapons.
Of course, I can add things like multi-cannons, big cannons, frag cannons and plasma accellerators thanks to inspiration from E: D
