If it's about ammo: like I said, in my view, it was not a meaningful balance tool or differentiator, except for extra-long battles, where it basically just means low-tech ships can't do those.
Great change!
Changing missiles&ballistics to be slowly regenerating (aka "reloading") are the first mod I did for myself all the way back in... 0.35a perhaps? The concept of "ammo" is already covered by the generic supply-item that gets consumed for restoring CR.
Also this:
- Can we get some kind of info field when you click a system/station/planet in the map to enable a flavor texts in the campaign? It'll allow the possibility to add some Backstory to generic 3 planets orbiting a sun with some asteroids, Mass Effect did that to some effect and it did a lot for people who are into this...
- Can we merge the map view with the info-map & make the local system maps (sans ship-info) availiable while traveling somewhere else? I find myself switching between both maps all the time and it feels clumsy.
- Some hover info in the map would be useful... sometimes colors of fleets (esp with mods) to know if a feel is a friendly or foe. Just the name would be enough to avoid plotting courses like wild just to see what kind of fleets are surrounding me.
- Would it be possible to pause/unpause in the map view (like in the combat map)? Sometimes I hang out near star systems and wait for pirate fleets to approach to start intercepting if they get close. Chasing fleets through hyperspace is too costly (or dangerous with small fleets). Together with the info-map being separate this ends up to: Normal view while holding shift for 15 seconds, TAB, e, TAB, TAB, repeat.
Anyway.. it's great to see how far the game has come. Thank you for still being so invested in the game (and did not leave us for a new toy), Alex.