I think a "no" from me as well. I'll explain a few of them, since I think there's some important but not necessarily obvious points to look at on the differences between implementing functionality as an OXP and implementing it in the core (which could be summarised as "OXPers can get away with a lot of shortcuts").
Zireael wrote:1) Integrate [wiki]Randomshipnames_OXP[/wiki] with the core game
better immersion
RSN is a really nice OXP, but the problem with incorporating something like that into core is the sheer amount of data it needs to hold to work well - which then gives a big problem for translation OXPs. There are some things which just work better as an OXP.
If there was apparent interest in making multiple ship naming OXPs, then it might be worth developing a framework for core that made them easier to write and interoperate, but there doesn't appear to be any call for that at the moment.
Similarly for 7: Famous Planets - it's a lot of potentially translatable text, and FP only does less than a tenth of the systems in the game. It'd be too large to include if it was "finished" and it's too piecemeal to include now.
Zireael wrote:2) Take out the basic shields code from [wiki]Custom Shields[/wiki]; minus the things that generate more fuel and debris
get rid of the FIXME:Add shields note in code
Shields is on my list of things to look at - but note, only to look at: no promises at all when or even if I do anything about it. This is really a case where an OXP can do a quick hack (which I don't mean in a disrespectful sense or to minimise the significant effort needed to do what CSOTB did with that OXP, or Commander McLane with the earlier NPC Shields one) but implementing it in core requires more effort, possibly even an impractically large amount.
- visual effects for shield impacts (we can do quite a bit better than the OXP ones, by creating custom shield glow effects fully integrated into core).
- rebalancing to deal with all NPCs having ~128-256 extra energy (this is huge just for core, and an OXP compatibility nightmare)
-- a big part of this is making NPCs suffer equipment damage like the player does, so that it isn't just giving them more energy banks
--- which means that more of the equipment needs to do something when fitted to an NPC
---- which means more thought and rebalancing about what equipment the populator should be giving them
----- which might open up other cans of worms...
- redoing combat AIs at both tactical and strategic levels to make sensible (or at least intentionally silly) decisions based on their shield strength
- implementing it in ObjC (fast, memory efficient) rather than JS (slow, inefficient) ... which isn't
difficult, but means none of the OXP code is actually reusable.
Zireael wrote:3) Integrate [wiki]Display_reputation_OXP[/wiki]
ease-of-use addon which has no effect on gameplay
With 1.80 redoing parcel/passenger contracts so that you can actually see the ones you don't have the reputation for, this probably isn't so useful (and as-is, it gives a bit too much visibility of the odd way reputation is implemented internally). The other thing is that as there's no central body - unlike Elite Rating, or the various OXP organisational ranks/reputations - which coordinates these contracts, an actual display of your reputation seems a bit odd.
Zireael wrote:4) Integrate [wiki]Delightful Docking[/wiki] or [wiki]NeoDockLights[/wiki] or [wiki]Dock_Assist_System_OXP[/wiki]
make docking easier for newbies
If between the slower station rotation and the "docking" lesson in the tutorial beginners still can't figure it out, then they're probably not going to do very well with any of the game. I did test the tutorial with a complete beginner - and even the first bit of the combat section (shoot down a weakened, unarmed, but dodging Krait) was considerably tougher than the docking for them.
Zireael wrote:6) Integrate a better buoy texture - I suggest Smivs' Better Buoys
DH are even better, but use shaders IIRC
As an aside here, using shaders is not necessarily a bar to inclusion in core. Requiring shaders for essential functionality is a problem, but shader use - especially if it uses the existing standard diffuse/emission/specular/normal maps shader in the core - is fine.
Somewhat similar functionality is already in 1.80 (and even in earlier versions, though not in quite the same way).
Zireael wrote:9) Integrate [wiki]Distant Suns[/wiki]
it's universally acknowledged that default suns are too close
Visually, yes. On the other hand the travel time to them is currently better balanced than having them 2/3/5/10 times further away would be. Moving the suns further away in core means adjusting how the torus drive works, which is a huge job (and, remembering previous discussions on the subject, may not even be possible or desirable to do in the necessary way)
There's also a subtler issue which is that the further away the sun is, the more ships get generated to fill the SP and SW lanes, which increases processor load.