Sounds very neat. I'll keep a close eye on this and try it out once you have a download up.
But the Raven is sketchy. Canonly, the Raven is the most advanced fighter craft humanity has to offer. I've seen two mods now that change the Raven. While this may be a bunch o' hooey due to UFO and 2012 being in different timelines, it's still a little awkward to see the Raven with an elerium engine.
But hey, that's just my opinion. You do what you wish. I'm sure this will turn out great.
Any plans for HWP or just crafts and weapons?
Awesome! Thanks for the info. One of the reason I am so enthusiastic about OpenXCom is that I have no computer capable of running the new game
I had no clue about the Raven, it just looks so much better than the interceptor based crafts that it needed its own high tech place (which means using at least some alien components).
Maybe whoever developed the Raven from human tech in XCom-2012 is actually a scientist hired by XCom in this original, who will work on and name this Raven! As it is, the Raven uses UFO Power sources to be built, but does not use Elerium as fuel. The rationale being that it is a slow burning, safe, prototype engine since the Raven is the first human craft based on Alien propulsion.
As such, it is outclassed in almost every way (especially speed) by the Firestorm, the only exception being fuel economy. It sort of keeps the high tech feel of the Raven and its place relative to the Firestorm. It also makes the Raven better than Interceptors, the regular planes of 1999, which the Raven as a 2012 plane would be. It just happened to be developed differently since the UFOs came early
As for plans, currently the XCom Armoury Expanded aims mostly at being a counterpart to the Alien Armoury Expanded. Which means new crafts and a few new weapons, to keep everything in parallel.
The new UFOs can be quite challenging if everything is kept vanilla, so more crafts for XCom is relevant (it also slows down progression a bit through research, restoring the challenge, and gives something for the engineers to build in the early game: new interceptors for your new bases).
There are only a few new weapons I am considering. One is Alien Alloy ammo (if we use it for armor and crafts, it makes sense to use it for weapons too!). Then conventional and laser versions of the new plasma weapons introduced in the Alien Armoury. If they can have a plasma sniper rifle, there is no reason why XCom can't have a laser sniper rifle (and then steal the plasma one, of course!).
I think further weapons should be kept to different mods. I prefer modular mods so each player can create their own perfect game, rather that the one mod to rule them all. That already exists any ways, in the Final Mod Pack, where maybe some of this work will end up.
Ouf.. I wrote more than I expected.. The main reason I came online was..: I have version 0.5 of the armory ready!! By that I mean I got all the crafts side of the mod done. There is now a few new research projects available, as shown in the first post, and the crafts are tweaked so they don't all overlap as a "next step up from Interceptors". It was roughly tested using a save game I had and going through the research to unlock everything, then build everything. I happened to have plasma beams already and the destruction that can be wrought by just one retaliator, one raven and one sentinel is beautiful!! There might be some tweaking of stats to do though.
I strongly suggest using this mod along with the Alien Armoury Expanded as they are intended to be counterparts. To go along with the more complex craft research tree I also made the "Plasma Needs Elerium Expanded" mod, which puts constraints on plasma research to slow down the squad weapons progression to be more in line with the crafts.