@HELMUT:
Well there's a good reason for that, besides that I like making art assets for video games...
Spoiler
Since Coalition ships do not mount ballistic weapons at all, it's kinda hard to start a game and ally with the Coalition at the start. Energy weapons are not that common in pirate fleets, and the Coalition is hostile with the Tri-Tachyon so you have even less markets available with the energy weapons you need.
The result is you can't refit new ships easily, markets will not have enough of the weapons you need and those which have them become scarcer, making the best way to progress to just ally with them later ingame after you already have the money and a decent fleet, and selling a complete fleet just to get the feeling of being part of a faction seems a bit odd to me.
So adding cannon fodder that uses energy weapons to the pirates seems like a good idea to "solve" that issue. It would be also a bit weird to have a system without older damaged vessels being used by independents/pirates, since fitting the mod to vanilla content is a goal for the mod.
Finally, I would also love to include the conversion/repair mechanic found in the mods "Interstellar Imperium" and "Tiandong". Haven't asked permission at all for this yet, and it will not be a part of the next release, anyway.
@Toxcity:
SOONtm... hopefully.
Spoiler
Things left to do for a next release:
-Finish the rebuild of the Tyrador system. Mostly done, I need to add a custom black market script (with the D-variants), add 1 or 2 smaller independent markets in the system, and reposition the system to a nice locale not already used by some mod, as it is currently inside a nebula. Since I want to add a small neighboring system called "Raxis" in a subsequent update, TT subfaction included, to house the TT-variants, this becomes a bit harder than just picking the next single empty spot. TT-variants are already ingame and working, though they are not used by any faction yet, I'll probably end adding a small station for the RLF (Raxian Liberation Front) in the Tyrador system/hyperspace, for now.
-Do some placeholder descriptions/update the mostly complete already existing descriptions. Probably what would take most of my time, as I'm not a native English speaker (even though I don't write first in Spanish and then translate, and instead write directly in English, I still make way too many mistakes and sentences don't flow correctly when I reread them).
-Do some more playtesting when all is "done". So far the mod, is fully playable and stable with vanilla and so far no issues with SS+. Still debating if I should add Nexerelin support, it is something I'll do anyway. Note that the playtesting will not be done with the intent of balancing, that will require some player feedback, but it doesn't feel too overpowered/underpowered to me.
Well way too much text, time for some sprites. These were incredibly easy to make after slightly automating the process in gimp. Just made file with a blank ship layer some noise, tone, saturation, and color layers, and then some layers for burns, holes and cracks (for which I used the vanilla damage decals), and finally a detail layer where I actually did some manual work. And since it was actually quite faster, and enjoyable, than I expected... I overdid it... I think.
Adding the ships below as base sprite, and respective (D)-variants.
For the frigates I did the Koncerz, Ranseur and Adarga, the later one was common enough in the fleets to include it too. The Koncerz gets degraded engines, Ranseur gets compromised armor, and the Adarga gets destroyed mounts.
For the Medusa, the idea was to make it look like the Coalition-variant is actually a repaired Medusa hull. The bulkier armor plates are where the damage is in the (D)-variant, which is why it is not just a recolor like the Wolf or a more involved conversion like the Sunder or Venture. The coalition version would be slightly weaker than the TT's since it has synergy mounts instead of universal ones, the (D)-variant still has the universal mounts. As you can guess it gets compromised armor, and also faulty power grid. I made the (D)-variant destroyers worse in relation to their normal version in comparison to frigates.
For the other destroyers. The Labrys (D) is kinda useless now as I downgraded the large missile mounts (didn't want to give easy access to those) to medium and removed the central medium missile mount. I also downgraded the Sagaris' and Sabre's large mounts to medium mounts for the same reason (missiles and energy weapons, respectively). These get the same pattern of negative hullmods as the frigates, Sabre gets degraded engine, Sagaris compromised armor, and Labrys destroyed weapon mounts.
For the Lance, I gave it compromised armor, and I need to code a custom hullmod, for a "damaged cargo hold", and make the Lance-class exclusive hullmod ("transport conversion", which adds a lot of cargo space at the cost of 50 op), incompatible with this. (the "transport conversion" name is WIP, so suggestions are appreciated).
Finally the Angon. Since the sprite shown before won't be actually spawned in the campaign, as I made a tanker and freighter variants (pictured below), I made a (D)-variant of the base sprite. As you might expect it doesn't get a bonus for its fuel or cargo capacity and it gets degraded engines making it a large slow armored loot piƱata.
Heh... this was longer than what I was expecting, so I spoilered part of the responses.