As suggested, two simple rulesets that will remove plasma weapons from the game:
- NoPlasma.rul: Xcom can no longer research plasma technology. Since we do not understand how to use the weapons their price is reduced to 1/3. Good luck...
- NoPlasmaMass.rul: Same as above, but removes plasma dependencies from mass weapons. Human tech replaces need for plasma, but you will need to use elerium like there is no tomorrow!
Great. Thanks. I couldn't think outside the box enough to figure out how to do it. I was kind of thinking you'd need to research the entire plasma tree to understand how to do the Mass Accelerator weapons, but perhaps my idea is too severe of a requirement. As for the high Elerium usage, I had been fiddling with changing the plasma cannons to use Elerium as a fuel anyway, so that works for me.
I'm useless with graphics. Any chance to re-work the Hovertank/Plasma turret graphic to use the Mass Accelerator cannon? Can use the same graphic in the interim but it'd be nice to have a new one.
As for the Lightning, it's nice. I'm not sure the similarity to the Firestorm is much of an issue. Yes, it's very similar in the base display but that doesn't affect anything. When accessing it for equipping/loading/intercepting, you use menus with the name, not the graphics, so I don't see it as much of a problem. However, adjusting the geoscape display would probably be a challenge. Truth be told, I don't think I've ever used a Lightning anyway, aside from initial curiosity. Now, if in the process it was made more tank friendly, then it'd hold more appeal to me.