Traffic generation by Hub count
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- pagroove
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Traffic generation by Hub count
Is it possible to let the traffic per system to be generated by the hub count parameter of a system so that systems with a high hub count also get the highest amount of traffic? That would be a nice feature and it is also natural I think.
BTW I got this idea this weekend by standing on the arc the triumph in Paris.
BTW I got this idea this weekend by standing on the arc the triumph in Paris.
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Re: Traffic generation by Hub count
The wind nearly blew me off when I did thatpagroove wrote:standing on the arc the triumph in Paris.
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Re: Traffic generation by Hub count
Nice idea, by the way.
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Re: Traffic generation by Hub count
Stupid question: what is hub count, and how is it a parameter of Oolite systems?
General answer: if it is a property which has different values for different systems, you can of course add more or less additional ships, depending on the value of that property in any given system.
General answer: if it is a property which has different values for different systems, you can of course add more or less additional ships, depending on the value of that property in any given system.
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Re: Traffic generation by Hub count
I think it's the number of other systems you can reach from where you are.
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Re: Traffic generation by Hub count
Ah!Smivs wrote:I think it's the number of other systems you can reach from where you are.
Okay, in JS-terms this would be
system.info.systemsInRange().length
, ranging from 0 to whatever the most systems in range in Oolite are, preferably in a dense cluster of systems.So a very straightforward way would be to have your script add one additional trader per system in range. Or you could add two per system, or five, or even 1.3 (the end result would be rounded, of course). Still fairly straightforward would be a quadratic, cubic, or even exponential increase.
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Re: Traffic generation by Hub count
Mandatory derailment (well, sortof):
If the game can be made to recognize hub count, it could also affect the likelihood of cargo/passenger contracts.
Logic dictates it's harder to get stuff to & fro a low-hub system, resulting in them being more likely candidates for special runs.
If the game can be made to recognize hub count, it could also affect the likelihood of cargo/passenger contracts.
Logic dictates it's harder to get stuff to & fro a low-hub system, resulting in them being more likely candidates for special runs.
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Re: Traffic generation by Hub count
I like that (and the idea which spawned this idea...)CheeseRedux wrote:Mandatory derailment (well, sortof):
If the game can be made to recognize hub count, it could also affect the likelihood of cargo/passenger contracts.
Logic dictates it's harder to get stuff to & fro a low-hub system, resulting in them being more likely candidates for special runs.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- pagroove
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Re: Traffic generation by Hub count
Like I said. I got this idea while standing on top of the Arc the Triumph which is of course in the center of Place de L'Etoile http://maps.google.nl/maps?q=map&oe=utf ... 9&t=h&z=17 You can compare this place to a system with a high hub count (for example ingame Xexedi is such a place). Also what CheeseRedux says makes sense. With such a system in place backwater of the Ooniverse (end of line systems) become more lonely while systems with a high hub count are (over)crowded.DaddyHoggy wrote:I like that (and the idea which spawned this idea...)CheeseRedux wrote:Mandatory derailment (well, sortof):
If the game can be made to recognize hub count, it could also affect the likelihood of cargo/passenger contracts.
Logic dictates it's harder to get stuff to & fro a low-hub system, resulting in them being more likely candidates for special runs.
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- Killer Wolf
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Re: Traffic generation by Hub count
it could also affect pirate possibility - if it's harder to get to, it should mean the price for scavenged goods is better.CheeseRedux wrote:Mandatory derailment (well, sortof):
If the game can be made to recognize hub count, it could also affect the likelihood of cargo/passenger contracts.
Logic dictates it's harder to get stuff to & fro a low-hub system, resulting in them being more likely candidates for special runs.
- PhantorGorth
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Re: Traffic generation by Hub count
I was a while back looking at changing the weightings on what systems ships jump too when leaving the current system. This was to be able to make systems out of bounds for reasons such as war or disease quarantine. Currently the weightings are even.
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Re: Traffic generation by Hub count
High TL worlds with stable governments should draw considerable trader traffic even if not a hub...though if they have 0 connected systems they should have very low trader traffic -- assumed to come in either by Gal. Hyper. or misjump tricks.