This entire post.
Holy moly Balordezul many thanks for playing through! I'm glad you enjoyed it. And also, many thanks for the criticism!
Just about everything you've written aligns rather well with how I envisioned HMI: Primarily Junker fleets with Techmined ships maybe being sprinkled in. What I failed to consider was the idea that there would be different Junker fleets based on
speed, with a slower, carrier fleet vs a nimbler, combat junker fleet.
Your ship rankings are on point, although I was disappointed that the Techmined destroyers and frigates ships weren't slightly higher. However, i can see how their rarity, and not being able to get them reliably could be seen as a major drawback. Another thing was how much of a negative the Techmined Hullmod is. IN reality a lot of techmined ships are hilariously broken, but from your feedback perhaps the Techmine mod is too much of a drwaback? I'll consider buffing the ships by reducing the CR% loss rate, maybe make them slightly more attractive to play with.
I'll look at the Locomotive (LP) and maybe throw a large ballistic on it to satisfy the BRF mod, and look at the rangefinding. I have no idea about the SWP glitch though.
I'll check the code on fighter engagement malus, as I did at some point fiddle with the engagement range malus to only occur at 3 and 4 d-mods. The main fear is that with lots of d-mods, there's very little to prevent a player form just slapping cobras / perditions / daggers en masse on Convicts and murdering everyone. Carriers in general don't get hit too hard by d-mods in combat if they can strike at range, and thus there needs to be a drawback for that extra OP gain.
EDIT: I'm an idiot. The engagement range malus was not integrated on Not Even Salvageable. Will fix.
Your feedback on the Junk was interesting, and aligns with previous feedback a long, long time ago where someone wanted to make the Junk a ship that was completely modular in how it worked. I'll consider doing something with this - maybe just straight up buff the Junk to have more armour or hull, make it the Anchor for a Junk Fleet?
I'll consider making the Slugworth faster so it can act as a proper 'combat' carrier. Convicct however needs to be slow; for it's weight class if it were actually fast enough combined with it's DP it'll be too easily spammable. Fishkill being more of an auxilliary vessel works quite well for what it is.
Glad the weapons fit in with what you found, as I've had complaints in the past that HMI weapons (not Redacted) are terrible when they appear and have been asked to release the mod without them in it. I may need to reconsider the balance on some of the Redacted weapons however.
I'm also glad you found the Shell and Taker very useful, but sadly disappointed by the rest. I'll give them all a good look at and maybe an OP change. Form your feedback maybe the Scale and Bombardment Drones should be cheaper, the Nail buffed to have better shields/weapons, and the Scogliari maybe needs a rework. Despite it being given quite beefy weapons it still fails to be a premier 'delete enemy light craft' option, so I'll look into improving it.
Again, thanks for playing, and many thanks for the feedback!