re: earlier post on customization system
Let's all calm down a little as things may be getting heated up unnecessarily.
Think there may be misunderstanding regarding my previous post.
When I say it is inspired by Aleste(S) in the mod atm, I don't just mean the "idea" of changing weapons.
I am actually referring to the
actual system it is implemented in, right now, in the mod.
What I am suggesting is simply a refactoring of what is already implemented. which is why I posted it, with enough technical details to illustrate how it can be changed, to the people who can understand it, so that we can see if the idea has problems or is indeed feasible.
iow, what I was suggesting may not really be more
complex than what is already in the mod atm.
In fact, there is a chance that the changes I suggest will reduce future development efforts of the mod, which is why I thought of bringing it up for discussion.
Rest assured, that I am a firm believer that wrt the mod, what features to implement, when to implement, how it is implemented should be fully up to mod dev to decide.
I do not presume I can understand him enough to make decisions on his behalf, and there is really no hard feelings even if it is rejected.
And I speak the truth.
(Because if I really want something that bad/urgent in my game, I'll probably just mod it in myself. I am already running my own "custom mod" which I change as I play)
lol. I think the mod dev may really be under-appreciated, as if my earlier suggestion post was misunderstood as being "unreasonable", then the mod dev has DEFINITELY already put in really "unreasonable" amount of efforts into the mod already.
Please give the guy a pat on the back!
cheers

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EDIT: Upon closer inspection, there could be an issue where I misunderstood how the game-engine processes the refit specifications, so I've added a backup method to the original suggestion post (but the examples are not updated). This method may actually be more robust, as it will should a map of all interfaces and their compatible plugins in a global registry stored using in-game persistent data store, at the expense of a few lines more of code in each hullmod class that uses it (which may be hidden if a proper base-class is added though)