Oh wow, that's awesome, Ahruman.
Commander McLane wrote:The real question is how feasible it is on the scripting-end. For instance, what would you do with a system that has been taken over by Thargoids? Would you give GalCop a certain chance of re-capturing it? On which basis? Re-evaluation of the whole Ooniverse on each jump? And what would the chances be? You want to see an evolving Ooniverse, but with any "realistic" time-frame (the Thargoids won't overrun one new system a day; and GalCop won't take back one system per day; both is going to work much slower) the intended changes will hardly be noticeable for the player. So is it worth the whole effort?
I think it is worth the effort if the events happen at a slowish pace (once every one or two game-months?) but the player always has a decent chance of participating.
Some sort of quick, very rudimentary sketch for possible mechanics:
The information about which systems are under GalCop or Thargoid control or under siege by either, how many ships of each side there are in the system, is all kept track of in an array. (Probably only for the sector you are in currently.)
At a random interval (no more often than once a game month), a random system in the sector comes under siege by Thargoids. If you're not at that system, the number of ships there are recalculated every jump, abstracting the battle somewhat by rolling dice on how many ships either side loses, as well as how many gain. Meanwhile, there is movement in the surronding systems: navy ships and brave independent fighters travel toward the besieged system to help, while traders more concerned about their necks and goods try to get the hell away.
Should you choose to fight, you travel to the system; if they've held up for long enough, the system is properly populated with the tracked number of Thargoid and resistance ships, and you do your damnedest to fight off the Thargoids while more of their ships witchspace in.
The siege ends in victory maybe if GalCop blows up a certain number of Thargoids, or maybe after a certain length of time; it ends in defeat, however, when all the GalCop ships there have fled or been destroyed, which would most likely happen while you're not at the system (provided you flee before you die). If this happens, then the system is marked as occupied by Thargoids. GalCop masses ships in the neighboring systems, both to defend against a direct offensive from the infested planet and to stage a counterattack, which would work very much the same as sieges, but in the opposite direction.
Looking back, I realize that this whole "track ships in each system" thing is such a huge radical departure from my understanding of how Oolite populates systems at present. So I guess here's where I overstep myself and reveal a crazy idea that I've been wondering about for a while:
What about making Oolite keep track of the world state independently from the state of the player's game? What ships there are in each system, some things about what's going on in each system, etc.
Doing that would allow a
persistent game world that evolves across multiple games (an idea stolen from Dwarf Fortress). While the advantages to such an effort might seem scarce at first, I have noticed a number of OXP's that attempt to introduce a storyline that is essentially greater than the player's story alone, most of which are about "the decline of GalCop" (Smiv's ToughGuys being foremost among them). If we allow such OXP's to have mechanics that modify the world state over time, then it would allow their authors to bring their narrative ideas to fruition in a much more concrete, organic, and engaging way. A world that persists across games would solve the problem that Commander McLane mentions, which is that if a game world evolves gradually as it is supposed to, the changes would not be noticeable within the span of one game. If the world evolved across multiple games, the Oolite player will see his world change over his real-time weeks of playing the game. In combination with OXP's that cause the decay of the universe, such gradual changes would have the side effect of creating rising difficulty curve over a player's time of playing Oolite: the universe is relatively safe as the player's first Jamesons launch from Lave, but over time, as the player gains greater skill, the world becomes more and more dangerous.
This might not be the best place to break out such a huge idea, but it seemed to flow from the topic so I decided to put it here. Is this (or the aforementioned Invasion scenarios) something that you would like to see in Oolite?