an in-depth overhaul to combat mechanics. features moderate equipment changes/additions as well as a new crew member.
equipment:
NDCI/new autopilot: to start off with, combat is difficult (at least for me) when manually piloting, but also difficult with autopilot enabled, as it's harder to use mouse movements rather than just key inputs. so either a new autopilot or re-specked NDCI would have the ability to perform manual translation inputs with the autopilot on; meaning you can have the autopilot keep a lock on a target while performing lateral inputs to make yourself a harder target to hit. rotation input automatically cuts the autopilot.
high stress turret conversion: new option for high stress hardpoints converts them to a low stress with a 360 degree rotation range. mounting a weapon with built-in gimbal or turret (example point defense weapons or the gimbals on the CPL-200) automatically disables built-in rotation and overrides it with turret rotation range. the turret acts as any point defense weapon, but can have other behaviors dependent on something i'll bring up in a bit.
XASER designator: new weapon acts as a designator for a low energy XASER, with a lifetime subscription to XASER strikes at an appropriately large cost. tuning options include diffusion of the XASER beam, anywhere from 5 meters to 1KM (with related loss in power over total area.) also tunable is XASER firing length. weapon fires a small designating laser that marks the first thing it contacts. moments later the XASER hits from EP and deals large amounts of damage with little imparted velocity. for balancing reasons getting caught inside your own XASER beam is VERY bad.
new crew member:
weapons officer: a versatile crew member who specializes in maintaining efficacy and accuracy of weapons and mining systems aboard your vessel. capable of giving accuracy buffs to gimballed and point defense weapons, and filtering targets based on the hostility slider in the pilot menu.