It seems like we are heading in different directions - this is one of the mods I noticed has significant power creep. Not among the very severe cases I've seen, but the various damage types contribute to it. I wanted things to go in the direction of more balance. Player choice is not bad but I believe that things that are too strong tend to reduce it by making the other options uncompetitive - the game of optimizing a build instead of having many solutions now has a few. Certainly there are players that have a good time picking weak things and rolling with it as well as ones who seek a power fantasy, but these do not represent everyone. Have you considered putting the dorito weapons as an option in the mod config to be enabled/disabled?
Hello again, thank you for the reply it does add some clarity.
I designed this mod to be a more powerful version of Tri-Tac. I included the "Dorito weapons" as a means of doing that while still staying within the established game weapons. TTSC lore is that they are the cutting edge of Tri-Tac military, espionage and technological might. Keep in mind that the remnant originated from Tri-Tac technology and the Doritos are the apex versions. As a corporate saving face move, they agreed with the Hegemony to renounce AI and it's technology. TTSC is their cut out so they can still use remnant technology but have deniability.
Now on to player choice, as a single player game it is up to the player to decide which assets to use or not use. In your game you may decide not to use certain weapons or learn certain blueprints where as another player may want the full package. Now as to your suggestion, for me to omit them all together I would have to have a different set of ship variants as well as make it not save game compatible. However, I could certainly add an optional file for less powerful versions of weapons like I do for Hiver Swarm. This would be a simple swap of files and would not effect a save game as the assets themselves would still be in game just less powerful versions.
So with that in mind, any suggestions on what that would look like? I.E. which weapons you feel are too OP and in what way should they be diminished? I would go with a % reduction all around on the weapon line so it would cost the same OP and credit but at a reduced damage/range/energy cost etc. I am interested if that would satisfy your request and would like to hear your thoughts on the matter before I implement any changes.