Hello again and thank you for your detailed analysis. I'll take these one at a time and explain my reasoning and any planned changes based on your feedback.
Demi-Calverns: Way too low on flux. I think you made it .1 flux/non-emp damage instead of 1.
Yes that is a typo on my part woops my bad, I'll have that adjusted next patch.
Additionally there's a issue with Inferno Rockets and Point Defense missiles.
Compared to volley rockets they're way too small (Volley ones might be a bit big compared to anhialators.). Additionally, Point Defence Missiles launch super fast, do 75 damage, and fire about 3 per second for 4 OP for 360 missiles. Inferno Rockets are rockets, are 8 OP, shoot 1/second dealing 25 damage, and have a 100 limit.
I think somehow their stats got transposed. Because right now Point Defence Missiles are incredibly good, while the inferno rockets are a trap. This extends to their medium equivilent.
I am not sure what you mean by small, are you referring to the pixel size of the weapon or the missile or something else entirely? Point Defense rockets are set to target fighters vs Inferno that target ships. I have PD rockets set so fast so they can catch up to the faster fighters and set their damage higher since they are HE and would suffer against all the shielded fighters out there. I'll take a look at their firing behavior and ensure they aren't targeting ships first but I do see your point and will get back to you once I look into it deeper.
Next, I think Sloop's (Small Fuel Tankers) need to drop a few OP and maybe 2 weapon slots, because they have Destroyer Ordinance in a Frigate Body without being civilian and having insulated engine assemblies. For slots, if OP gets dropped to the more reasonable 30 range instead of 60, they could probably do with 3 weapon mounts in their current layout instead of 5. Though 5's still fine!
My intention was to make it a quick tanker well defended with PD weapons so it can flee a battle when a fleet is forced to retreat. I had not intended it to be a warship and not marking it civilian was a mistake on my part, I'll have that fixed next patch.
I also like how their meadium slot weapons basically have swapped damages for their immage. Makes them theoretically unpredictable. (I.e. Is that a kinetic or high ex hypervolocity driver?) Lots of neat variations.
Well my goal was to make them different that what was already out there. Some of them are based on vanilla models with some kitbashing and some of them are original designs. I am glad you like then, always nice to hear a positive word
Their ships might be a bit heavy on the Salvage Rigs, but it's nice to get some really great hauls out of not necessarily non-combat fleets. As a side effect makes them really good mining fleets combined with some of the ore smelting mods since they work on them.
Well I sort of struggled with the salvage rigs. JYD (one of my other faction mods) is saturated with them as they are miners and salvagers where as CFT are salvagers and smugglers and I did not want to double them up. I only have rigs on the ships with the yellow wavy lines and that there is one for each ship size whereas JYD has rigs on several non utility ships. I did add additional NEX mining stats to the five utility ships so CFT could have a decent AI mining fleet for their economy.
Fleet has a interesting 'Not quite pirate traders' feel, though I tend to descend into piracy with them.
That is a design decision I made for them to offer player choice. I set them as neutral to just below neutral to all in game factions (including pirates and pirate themed modded factions) with some exceptions like Hiver swarm. I set it this way so that the player can decide if they want to play as more of a pirate or a bit of a shady rogue with a good reputation. By setting the faction settings this way, a player has some time to make that decision but the game will slowly make it for them since as time goes on you will loose reputation with one faction because you are friends with another. You can choose the pirate path in one playthrough and the trader path in another, gives it some replay variety (at least that is my intention)
Edit: Also the Autocannon could probably use less ammo. Before mods it's only going to run out of ammo in the most extreme firefights. With mods, it might as well not have a cap.
Well I set up CFT as a solo faction mod for players who do not play heavily modded games and wanted a vanilla+ friendly faction to play with. I did not balance anything with the thought of how another mod author set up hull mods and such. That being said, this is not the first time I've gotten that note. I will adjust it for the next patch after some testing to find that sweet spot.
Thank you for this, I tend to get blind spots and sort of rely on player feedback to finetune my mods. This really helps!