The installer would get too big if each ship had its own model. Additionally, I'm trying to remain fully compatible to the old game as if it was 2001 again. That means 8 bit textures, and 3 LODs (levels of details). Crappy stuff. On purpose.
I will take individual suggestions, but you have to understand that I might turn down many just because it's.. too good.
Note: The low res and poly count paid off on Saturday when Coopace 4.0 decided to generate a fleet of Lyrans against us. Since we were playing X-tech era, the script generated X-tech only X-tech Lyrans. There were at LEAST 20 PFs after us, not counting the 6-7 ships. Low rez matters! ;p
Yes, something I've been advocating for a long time to the newer modeler crowd how we need to keep the lod's and use lower poly meshes... something they dont understand... I've already pissed sum off, lol.
FS: The template for the planet hardpoint was done and tested and worked. We were successfully able to move hardpoints from the northern and southern lattitudes toward the equator and place phasers there that destroyed incoming shuttles and drones. Evens the playing field for plasma and DF races trying to do PA missions over the droners. Still cant put drones on planets, the AI fires them thru the mesh causing irritating collision noises. So DF weapons, even PlaD work when placing the hardpoint along the planets equator.
Right now, we should discuss the how to implement this, because even your no models version would have to have at least the planet meshes. Should we discuss using the better poly planet meshes with atmosphere detail techniques, or just rehardpoint the mesh and use the old textures because at this point, we only have a working test mesh.