I've got some questions about how some of the hullmods work. How does the leveller refit's increase to energy projectile range work? is it a base increase of 200su or a flat increase of 200su?
Flat.
And how do the magellan shield, engine, and fighter hullmods malfunction? The engine one is pretty simple with random engine failures but the other two a little less clear.
Guess you'll just have to find out - that's what happens when you try to mix incompatible tech! Nobody knows and it might be bad.
(I will note that all the effects
are balanced so that it's not a pure trap... but as a general rule, benefits are reduced, and Fun Stuff might happen to you).
As a design principle, I think it's important to deter players from abusing hullmods to stack bonuses willy-nilly; there should be more choosing between alternatives, and hull-specific choices. Lends a little more flavor to the game. So... if you try to make Magellan hulls, and hullmods, do things they aren't meant to do, they'll fight you a little bit. Makes the game more interesting.
I can turn their market spawns back on - but until they actually have fleet spawning and missions associated with them, what we have now is a stopgap to keep the hulls available at all. They're meant to be a reward for the first half of the story missions, not something you just buy.
I would honestly appreciate it. Magellan ships are some of my favorites, but I'm one of those people that almost immediately lose interest in a game once I start using the console to add things. Having the variants be a rare possibility in the Jashed market was quite nice and adds excitement to getting one.
(I did. This way they're at least available.)