Thanks for all the replies about Kilrathi names. As it doesn't really seem as if a list of "common" Kilrathi names exist that I can use for generating random names, I'll just change the text for those particular non-plot missions to read "kill a rogue Kilrathi", while still having "kill the Pirate John Doe" for human targets.
Anyway, I've completed the collission effects, but before I continue work on bases, there's one more thing I want to add to the flight engine: ejected pilots. I had pretty much forgotten about them, since I haven't programmed the non-plot missions for which they'll be used (you have to deliver ejected pilots to a base and I haven't done the missions involving landing on bases). Ejected pilots should be fairly easy to implement (I can re-use most of my cargo containers code), so it should only take a day or two. I'm making a small change to how they function in the original Privateer, where all ejected pilots became slaves when tractor beam'ed onboard your ship. In Ascii Sector, only ejected pilots from hostile ships will become slaves. Friendly (or neutral) pilots will become passengers on your ship that you can deliver to a base. Some will give you a small monetary reward for saving them, but all will make the faction they belong to more friendly towards you. So, in essence, if merchants are hostile towards you, you can go search for a merchant under attack by pirates, send him appeasing messages until he becomes friendly towards you, and when he is blown up by the pirates, scoop him on board your ship and deliver him to a base. He'll then spread the word about your heroics and your standing among merchants will be improved significantly.