If I am in a normal ship and I see a phase ship 'phase' they start moving at 3x and get 3x AI etc. what is the trick to speeding things up for a AI ship?
I'm not sure what you're asking. I suspect the answer is "some combination of adjusting the engine and ship time multipliers", though
I'm a little curious about new ships being added while there are lots of major features that need implementation or overhaul. I think we may hit a point of diminishing returns with new ships.
I don't think we're at that point yet, and it's always been part of the plan to add a few ships here and there, along the way. These are all filling in various ship design gaps.
Luddic Path ships now have built-in "Ill-Advised Modifications" hullmod that gives a small chance of critical weapon malfunctions
Is there no positive effect? If not why would LP make these modifications? Turning certain factions into "hi just kill us so you can level up" is immersion breaking and a genre convention that doesn't fit with starsector's campaign, where it usually feels like the universe is living for itself. Difficulty wise, does anyone have problems with LP? They aren't very plentiful.
It's a side effect of getting "Safety Overrides" for free, so that's the benefit. LP ships are still extremely good, but this adds a different way to handle them ships, especially at game start when they can be very dangerous.
Plus it's a good thematic fit - very effective modifications (but borderline suicidal, which explains why everyone doesn't just go in for "free SO"), and a counter-strategy of exploiting that weakness.
Faction commission and hostilities changes
What about cutting the -2 rep when you flee from pirates? It's a slap in the face to people trying to be pirates, and it doesn't make sense that any faction angry enough to attack/kill you would get more angry just from you running away. It feels odd. If pirates let you pay them a bribe with no rep hit, then -2 for fleeing would make sense.
Haven't looked at it (yet?), so no comment at the moment.