Goals for 0.4.2 release:
* MUST TEST:
** Upgrades, especially repair on milspec and known previous troublemakers
** Fix systems to have jump points only outside the "slow-zone"
** Fix a bit of the system generation code: so we can specify everything in the milky_way.xml
** Sparkles (particle system)
** Distance worth worth warping to playability?
** check config value for insys warp_energy divisor (may need to make larger if players running out of juice - numbers not currently playbalanced - will fix balancing later - for now, set to higher value and ignore energy issues
)

*Clydesdale
http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1467&postdays=0&postorder=asc&start=0
Apparently upgrade system doesn't quite work right and jump drive doesn't quite install right and cargo sometimes grows without bounds...
ECM apparently causes some of these problems
Jump drive goes away after selling it can't buy it back

*Base Interface
**Need to allow purchase of larger ammounts of ammo in one go

*Map
we should make the overall shift-m nav screen A) bigger - make it take up the full screen B) Since it's a HUD artifact, lit independent of scene - having your nav display go all dark, while it shows off the lighting, is... odd
the circles could deal with being, at least on the galaxy view, even a bit smaller
(12:43:37) Jack: there needs to be some way to control which names get printed so as not to clutter the entire screen with overlapping text
(12:44:02) Jack: there should be some color cue that highlights the jumps out of the selected system

*Damage
** Fix System Damage so it happens with reasonable frequency

* AI:
** Fix AI range trigger happiness
** Fix ITTS to use more iterations of Newton's method


* News
** Get formatted date back.
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Goals for 'Sometime over the rainbow'
* File loading: 
** Load balance hash-table
** Support full expressivity of BFXM animations
** Fix excessive seeking in File-System
** Install time generation of all BSP files
** Per-System (versus strict per need) ship loading optimization

* Vega Strike universe information:
** Complete Ships list.
** Complete histories.

* UI:
** Add more cargo pics
** Merge BaseComputer modes with NavScreen?
** radio chatter from: to:

* Resource management/organization:
** trim redundant thrust animation images

* Universe consistency
** make pirates... more pirate-like
** grappling hooks?
** Area effect modeling
** Bomb-pumped laser modeling?
** faction standing changes -- sanity?

* Graphical stuff
** make engine lights proportional to accel, not to speed

Scripting Goals:
* Flightgroups
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )
** Flightgroups should have subsets of ships that spawn together (combined arms)
** make news use new naming scheme
** Fix news to report stories depending on import (fleet lead by dodo=wrong)
	--Is this a problem with news, or the dynamic universe that calls
	  the news?  If story is reported correctly, there's no problem.
	  This means that there is actually a fleet led by a dodo, it's
	  not wrong, just a bad simulation :-) --Dan.a
	  -- By fix, we mean take advantage of the pending changes to script 
	     side that will classify flightgroups in a reasonable way - thus, 
	     if the lead ship is a dodo it shouldn't be a _fleet_



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