Hi Zangi, Honestly speaking my thought about pilotable MS should all have their uniqueness as they're pilotable, I also spent a lot of time studying scripts and setting from various mod(mainly Diable Avionics & Armaa), as I'm novice in coding, making pilotable MS appears to be slow in the mod development. Good news is I've finally cracked and applied weapon changeable system for Char Zaku II Custom and will be release in the next update, unfortunately, the system cannot apply to fighter unit Char Zaku II Custom only for pilotable version.
(shoulder shield(plus armor/ammo capacity)) this is a great idea to buff the unit, I'll seriously considering adding them for Char Zaku, Thank you very much for the idea.
Evasion and Elite Evasion are both using the same script as phase cloak, i think it's possible to apply Phase Coil upgrades to it, unless I disable all the relevant Phase Coil upgrades to cover this flaw I've missed out
Alright awesome. Good luck.
Now for some
more work for you overall suggestions in the direction I'd like to see this go:
1: Balance wise, it would make sense to increase the deployment costs of the pilotable mobile suits. So the better ones cost more DP.
A : Is that OP(ordnance points) right? Noted I'll have a look into it, actually the mod started off referencing Diable Avionics & Armaa mod. There have been a lot changes since then, I think I'll need to look at them again.
1a: Overall, I reckon somewhat balancing it off of Arma Armatura. Since many features cross over from there and is a base requirement anyways.
A : As stated above answer for (1), you're right I think I'll need to look at them again.
2: Following on the above. More pilotable mobile suits, they should be the common 'frigate sized' troops of the faction. (Also so the Bigro wouldn't be featured everywhere.)
A: I see and agree, I wanted to make more pilotable mobile suits for sure, as mentioned above making them unique is quite important for pilotable, otherwise it'll be too normal and boring to play with. (I've tune down Bigro pop out possibility)
2a: Not all pilotable mobile suits should be wing commanders, to bring some variety. (Also so players wanting to use mobile suits in force wouldn't be automatically eating penalties to their fleet fighter skills.)
A : Agree, actually I'm trying to make warships, MA and MS to be unique in someway. Unfortunately, there're very time consuming as I'm working on expanding the mod for more contents(adding more well known MS Gundams) and creating uniqueness for MS, again Creating uniqueness part is time consuming but I'll catch up in the future for sure.
2b: The EFSF faction kinda needs some 'frigate size' units to fill their roster anyways.
A : I'm struggling on this part as well, there're 2 ways to go from here. (1) creating new frigate size warship for EFSF (2) stick to UC lore for very limited frigate (Gundam GP03 Dendrobium). Honestly I think it's not a big deal to have no frigate size warship for EFSF for players, because Starsector universe or other mods do not lack of great and creative frigates to play with and choose from.
3: Ground Combat, can't help but notice, Arma Armatura's mobile suits are used in ground combat/raids calculations and lose CR over that.
A : that's a great idea, I'll try to implement this system for Gundam MS, that system is probably Cataphract LSM hullmod. Thank you very much
4: Mobile Suit reinforce by coming out of a carrier ship, instead of from off screen, just like the Arma Armatura suits.
A: I'm not sure about this setting, but I'll check with Armma again, because there're several ways. If Wings commanders system MS reinforce will come from off screen, and pilotable MS are also having Strikecraft like Arma suits.
5: The Prototype Gundam and Zeong could use something similar to Arma Armatura's forced landing weapon for their mobile suits/large fighters. Limited ammo(1), weapon range(600 or similar to suit's range) and zero damage. Helps remind AI to go back and refit at a carrier when they need it. Other mobile suits are fine since they already have ammo limited weapons.
A : Great idea, I'll add force landing weapon to units. Thank you
6: The too many industries per planet thing. Either increase the populations and/or decrease the number of industries. Starsector balance-wise, they don't actually need all those industries to do fine.
A : Noted, for future development more side is needed. Cutting out more industry and split them among the sides are a way to go.
Again, thank you for your valuable opinion, I can't wait to see how the mod will become