Mostly its an side effect of an incomplete mod. Original maps and missions to serve as delivery mechanisms for certain items are the most time intensive part of the modding process.
What it means is map scripting needs to be enhanced to allow random loot distribution lists, much like treasure drop chances in roleplaying games. Dioxine does this currently by varying the month to month equipment the enemies get, and also by presenting random maps (some of which look the same) which have different items deposited on them using the same mechanic vanilla used to drop e115 on maps.
Maybe its been proposed before, but things like this rienforce the need for it. Missions which dont always yield the same benefits even though its the same map with the same crew. Escalated on a month by month basis as well so that way the random distribution also changes much like unit equipment.
It wouldnt mean that Dioxine had to overhaul the way the loot distribution is right now. It would mean after doing all that work, now it could be added to and even more randomization could be involved, including patching little holes here and there to address issues like this (filthy implosion bomb launcher).
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Ill also mention another problem ive been having with piratez (unrelated to topic) is that the Sentry Rocket Launcher is unable to open the door to fire out the back of the transport.
I know its got 3 TU specifically so that it cant move even a single tile, but it also means that it cant open the door to fire out.
If it got turned into a Tank with a very low number of TUs (maybe 16-20) that would allow it to reposition and open the door but prevent any reasonable exploits of having that kind of weapon early on in the game.
I mean ive taken these things on EuroSyndicate Eliminations - one time it ended up on the Roof and that was nice, but the next time it ended up in the bathroom which didnt make any sense. I could have blown holes in walls to provide it with a route of egress to fire those rockets but thats not the point.
On the 2 Base Defenses ive had to deal with all of the HWPs have been shuffled into the lower right corner of the base for some reason, farthest from the access points in that base, and the Sentry Rocket Launcher was useless for helping because of the way the corridors were aligned.
Being able to move it around just a little bit would also allow players to
get in trouble by exposing it to more fire, but not being able to get it back into the transport fast enough to save it.
Bottom line is it needs to be able to both Open A Door and Fire in the same turn, and maybe 2 more TU to rotate. 22 Time Units and a flat TU cost of 12 to fire would make this workable.
I mean if it cant open the transport door to fire out of, then its a serious resource trap for the players and it shouldn't even be in the game considering (it doesnt do what its supposed to do).
There IS a great idea there that would be simple to implement to create characters, interactive Turrets and other objects that are stationary or move very slow. By having a property for units that multiply its TU movement costs. Then those Robot Guards on the watchtower/warehouse maps could actually be terrorist-rank units that dont move and arent simply map objects. Likewise also very slow moving things, which would still be impervious to TU-draining attacks, but also remain functional for map movement.
Which reminds me that the Deliverator needs an access ramp of some kind off the back - I never really had this problem but if I needed to Evacuate from a mission and I had dropped a Tank out the back, there's no other way to get it back into the Deliverator.
I sold my codex ship the moment the Deliverator became available, so ive used it very heavily and only recently replaced it with the Drakkar.