Had quite the hiatus from modding, too much stuff at work but now since I'm on vacation I can fiddle with this as much as I want!
Tried to make a carrier based fleet, didn't went very well.
I dont plan to make this faction more fighter heavy, but i might add some extra carrier and/or fighter at a future date. I thought about adding some fighter to do point defence though.
But the main problem with P9 is the collision damage.
I fixed this by setting ship weight to something absurdly low, the bad side is that the "impact" factor present in much PD weapons now is pretty good at messing with all P9 frigates, might keep it like that, works as a nice counter to their speed.
Edit: By the way, WTF?
Joke ship, I added a much cooler one for the coming patch.
Man, after playing against P9 in Exerelin, I understand what you were talking about with their fleets needing to work together to succeed. Individually P9 ships are almost universally a joke, but there are a huge number of very lethal combinations I have encountered.
In particular, the shield tankers (especially the aptly named "distraction" fighters) when combined with the phase-strike ships are a pain to deal with. Unless I am personally commanding the ships in question, my fleet will take a horrific beating in such a situation.
Also, there is a special place in hell for you for creating the Cyz-CHP. That thing feeds on my tears.
I actually really dislike the Cyz, and I might rework it somehow next, so in time you will probably get rid of the current version.
That being said, P9 ships still feel far too squishy. (With the exception of the CHP, which should go die in a fire) One wrong move, and they melt as if their armor were literally made of butter. I know the P9 are focused around group tactics, but ships like the Korlo still need something to help them against ships with multiple firing arcs. Hell, even PD weapons can deal significant damage at the moment. Maybe some locational heavy armor, such as only on the front "arms" of the ship would help?
I changed the missile spewing Sike-M to a sheild tanker. Also, the general durability of P9 ships went up by quite a lot when I reduced collision damage and added an extra sliver of armor on the ones most prone get infected with sudden explosion syndrome...
The Samaa DSI needs a bit more visual feedback on the EMP beam weapon; I couldn't even tell when/if it was firing half of the time I was fighting it.
Gave the gun an appropriate animation, the problem is if you are too far away that you wont see that or hear the chargeup sound, dont really know how else to make the beam maxima more visible though.
Also, I'm glad you enjoy the mod
In the coming version I have so far added two ships and some small and medium guns. The ships are one supercapital (Samaa-EBM) and one cruiser (Silverfish-MPK).
The Saama-EBM is a pretty bog standard supercapital. It's "thing" is big magazine size and (if I get it to work) a minor medium gun damage bonus.
The Silverfish is a moderately durable armor tanking cruiser, the main features is its armor regeneration and speedburst cloak, it can only mount small guns and have a range penalty though.
I also made a lot of tweaks to several ships to make them more durable or handled better by the AI, and I doubled the deployment timer for some frigates to make them less gimp in the players hands.
The things left for the patch atm is basically making (non-crap) custom sounds for everything... I find this is pretty hard though