Alastor said:
Just some suggestions, feel free to edit or tell me I'm wrong (and why I'm so very very wrong

).
You're Wrong, Very Wrong!
Here's why:
Alastor said:
First off, please, decrease the amount of afterburner energy some fighters have, so they at least run out after several seconds (or run out at all!!), but also increase it for some other ships (like the 2 second Tarsus). I think this was supposed to allow some ships to have multiple thrusters, but that concept itself doesn't make sense to me. The Tarsus had only one, the Orion had one, The Galaxy had one, and even the Centurion had only one. If you wanted some ships to have faster afterburner speed than others (so the Centurion has more velocity than the Tarsus in afterburn, since the Freelancer engine seems to only add the thruster speed for that certain thruster on top of the max speed), make different thrusters for different types of ships (light fighter, medium figher, heavy fighter, and Freighter, or something along these lines). This is where the somewhat varying thruster energy for ships comes into play, so if a Tarsus or galaxy tries to use a light fighter thruster, it will drain way to fast, but a Centurion using a heavy fighter thruster will get better speeds and will drain at a reasonable pace. So if the NPC fighters are equiped with their corrisponding thusters, they will have viable use in combat, but cannot chase down a cruising ship for more than 7 to 13 seconds. This also will keep the player, if in a faster ship, from fleeing the battlezone.
In Freelancer, each ship has it's own engine, but there are 4 player thrusters setup to work basically the same on every ship. (Which is fine.)
In Privateer, there were 7 Engine upgrades, but only one Afterburner.
(Which upgrades available depended on the ship you had.)
In order to do as you propose, it would require having 7 (or so) Engine upgrades per ship, plus 1 afterburner per ship.
Unfortunately, while it COULD be done, you would see EVERY Engine Upgrade, and EVERY Afterburner, listed in the equipment room.
AND...
I know of no way to get Freelancer to limit the player to the purchase of items made for their specific ship.
But, since you can't upgrade engines, (Freelancer won't allow it) that would still leave a bunch of afterburners, and all of them would be available to the player.
(A waste to even attempt it, IMHO.)
Alastor said:
Next, make all weapons disrupt cruise engines. This way you cannot flee combat with a cruise engine unless you are very good at dodging blaster fire and missiles. Thus, you must defeat your enemies before moving on. However this might be easier said than done, and if I remember my last PvP in Freelancer correctly, while you're distrupted, you cannot do the engine kill slide, or use thrusters (I think, but I'm really not sure on this one), so that might ruin combat overall. But I think it would be worth testing. A better way this could be done is if you make the cruise engine charge-up time like 10 seconds for all ships, making you risk getting torn to shreds if you prematurely try to use them in battle.
Cruise Disruption is attached to specific weapon's mounts.
Specifically, "hp_torpedo_special_2" mounts.
AND...
You fire 'em by "Launching" a cruise missile, So you'ld fire EVERYTHING EVERY shot!
AND...
The "hp_torpedo_special_2" mount carries no class limitation as do energy weapons.
So...
Changing every weapon over to "hp_torpedo_special_2" mounts would allow a ship to have ALL Missiles, ALL Torpedoes, etcetera, because everything would mount everywhere.
If "Cruise Disruption" were a function, doing as you suggest would be possible.
But, in Freelancer, it's only assigned to that one mount, and nowhere else.
BTW-I tried ALL of the above in early incarnations of the mod.
They weren't released to the public because they just didn't work right.
If you look through the Privateer forum on Lancer's Reactor, I discussed all of the above, and explained why each didn't work.