Howard Day said:
Yeah, we decided early on that we didn't want to go with the originals' "launcher" mentality. It didn't jive with the WC1 loadout examples, for one - and it really shouldn't take more than one missile to destroy a WC1 era fighter. Or at least it shouldn't take more than one to seriously damage it. Anyhow - plus there's the cool factor of both managing your missile loadout, as well as seeing your ship decked out. Woot!
Funny you should mention this. LOAF and I briefly discussed hardpoints and launchers in another thread, and he pointed out that while most ships in Priv have launchers, you can see missile hardpoints on some of the military ships (specifically, the Stiletto). So, I think it might be that this is a difference between mil-spec missiles and the ones available on the civilian market. Of course, it's up to you to decide if this difference also exists in 2654... heck, maybe you could have hardpoints, as well as some kind of early missile launcher as one of those extra-expensive pieces of equipment everybody wants to get

.
It would also be cool if you didn't make the missiles kill stuff in one shot... but instead created two types of missiles - the ones the civilians can buy, and the
reall ones the military uses. Needless to say, the military missiles would deal as much damage to other ships as they did in WC1... but the civilian ones would deal less. I think it's pretty clear that this was the case in the Privateer era - while, in one part of the universe a privateer whines about having to fire ten missiles to kill a Dralthi, in other places military pilots flying Hellcats and Arrows find that one missile is enough for one Dralthi.
Ijuin said:
Quatro: What I meant by "keeping up with a Scimitar" is that a player should not find himself outclassed by the enemies that he must fight in the early game. I picked the Scimitar merely because it has the lowest known speed of any human-faction non-bomber in the WC1 time period. The Tarsus with max upgrades should be able to take on a flight of three or four Grathra IMO if it is to be the only vessel to allow the player to penetrate deep into Kilrathi space.
This is completely the wrong approach, though. Even if the Scimitar is nearing retirement in 2654, it's still a top-of-the-line military fighter. To expect a scout ship to be able to fight with it (let alone with a bunch of Gratha) is wrong. In Privateer, the unupgraded Tarsus had a great deal of trouble dealing with more than one Talon - and while we know very little about the Talon, its backstory does imply that it's not a brand new fighter.
All that this kind of mindset achieves, ultimately, is an erasure of differences between different ships. We
should be able to feel the difference between an old pre-war Kilrathi fighter flown by a privateer, and a top-of-the-line Gratha flown by an active-service cat. The former should be something a Tarsus can deal with... while the latter should spell trouble for even the toughest civilian ship, in the same way that an F-16 would spell trouble for a Cessna, even if the Cessna in question was armed with the same kind of weaponry an F-16 has.
This, of course, leads to a great deal of difficulty balancing the game. But ultimately, it's worth it - treat the source material with the respect it deserves, and you'll soon realise that what you first perceived as annoying problems that must be resolved by changing stuff vis-a-vis the source material are in fact opportunities to implement great and unique gameplay.