This oxp was long on my list for converting the legacy script into JS. Yesterday, I finally made some time.
Now I started to play it from scratch to find some mistakes in my code. I reached the "Black Widows' mission. Much tougher than I remembered. Actually, I think it is much tougher that the original I played back in the time of Oolite 1.65. These ships have aft lasers and those were not very effective in the past. In the first 2 tries I was killed.
I think this oxp should be for intermediate players and is now a bit to tough. Also the energy bomb is gone to deal an initial blow. To compensate for the better handling of aft lasers, I replaced it with beam lasers and the ships were still deadly. When you manage to hit every shot of a cooled down military laser, you can put the target in fleeing mode. And even than it is difficult to finish the kill as the recharge is so high, that you must keep hitting it with your heated up laser. At least the target keeps in fleeing mode and will not shoot back.
Any opinions on this for replacing the aft military laser for a aft beam laser to better match the original difficulty?
In the legacy version, all 3 targets were back when you re-entered the system. I now will remember the killed ships so they stay dead when loading a saved game were 1 or 2 were already killed. This also will make it a bit easier.
I have no intentions to make big changes, only adapt it to the new scripting system. e.g. the hints for the black widow mission on the F7 screen are a bit clumpy. They are now moved to the new F4 interface screen as an option to start inquiries at the bar.