CommonSenseOTB wrote:I rather agree with KW and McLane's comments. This has got me thinking about something else. Perhaps being able to read the stats of the player and the ship have more application in simply setting a difficulty level for the game generally. Oxp ship makers could put in conditions for their ships so that they only appear when the player is of high enough skill and perhaps also check maxEnergy and maxSpeed. It would be a never ending job to do it from the outside as ship oxp's are constantly evolving and new ones being introduced. This would put some responsibility into the hands of the creators of tough or uber ships.
Yes, quite interesting statements, because it tells us a bit more about the problem extremes can cause. I'd agree that nothing is wrong with strong entities per se, only when, how often and where they are appearing can be a problem for missions.
We've had such a approach a while back via OXP (see
https://bb.oolite.space/viewtopic.php?f=4&t=5618). Could be interesting to defibrillate this thing.
The idea was simple (though the script wasn't). One missionVariable + conditions in shipdata for stronger entities, with a script that sets the level based on incoming requests by OXP scripts. There was additionally a mechanism to 'protect' the native inbuild missions and a cleaning mechanism to help Vista users with the 'out of memory' problem and to get rid of the loading order thingummie. It worked (more or less) with JS and XML/OpenStep scripts.
Today we have a lot more possibilities, but a mechanism can't solve all problems in a wide open engine - only OXPers can help to avoid problems, either by collaborating to a mechanism or by thinking about the needs of other OXPs.