A reliable and renewable vanilla source is advised.
repeatable bar quests is a boring solution example but can be made lore friendly with rougue TT scientists or Alpha Site references
I think i misunderstood you at first, but i get what you are saying now, yes i have been thinking about an original way to get these weapons aside from RNG, like adding some exploration missions where you get to find 1-2 weapons in a deterministic manner each time (for a limited repeatability), i am not sure when i will get the time to code these into the mod.
In my latest playthrough, that took real time weeks of exploration and surveying, all I got is a single Electromagnetic Railgun and a Phalanx Particle Accelerator. Please realize that this is crazy rare and this is my problem. Omega weapons were more common in this run and I did not do any of the hypershunts or the alpha site cache!
This is a very important point, and as such i want to emphasize on something i said at the start of this mod "...a sense of satisfaction when found", the mental value of something is linked with how rare it is, the more of these you find the less "hyped" you get, originally i had no issue with people finding an average of ~5 Superweapons in a full playthrough, surely you can be lucky and find more/less, it's random and that's what makes the search for them even more interesting.
- acquisition relies solely on an exhaustible resource plus it is locked behind RNG thus impacts player experience
I'd say this is better than a non-RNG approach, allowing people to get Superweapons in a deterministic manner would break the fun especially considering their high power level and the fact that the AI would never use them against you, the challenge would be over at this point.
weapons from other mods probably compete with superweapons for being dropped, indirectly rendering them more rare
This can be fixed by tweaking the rarity values, people have mixed opinions on this but i am open to feedback on what to do, if you think they are "rarer" than they should be i can give the values a little push.
WM-70 Reflective Shield can be installed on a hardpoint contrary to description but will turn out to be broken
I am quite surprised with this, i added a code that removes the weapon if it's installed on a hardpoint at the end and a quick test in the missions tab proved that it works, are you saying it doesn't work in the camping ? honestly i didn't test it there but i would never expect something to work in the missions tab and break somewhere else, i need to confirm this.
- flux/shot info is incorrect in at least some cases
probably easy to reproduce by picking either Electromagnetic Railgun or Phalanx Particle Accelerator, equip it on a frigate and lay capacitors on it till it surpasses 4500, the flux cost requirement and ascertain that it is still unable to fire
The flux cost of the Phalanx is 4500 (Per shot) and it fires 2, that's 9000 Flux per 1 firing cycle, i tested the EM Railgun and it's exactly 4500 unless you have a modification that increases the flux cost of weapons
- Electromagnetic Railgun' damage dealing mechanic is a lottery.
In my perception the first two explosion is so close to the firing ship, it's probably never gonna be utilized, last one at max range gets cut off and performs the same with -10% range and even with +10% range, the rest in between is pure luck if they don't get deflected by shields.
It's a common misunderstanding that the Railgun damage should pierce "shields" when in reality it should only pierce the ship and hit the one behind it as well, having the damage deflected by them is normal, as for the damage on max range issue, i can fix that in the next patch
-Thank you so much for your feedback!