Disembodied wrote:Personally, I think either we make ship servicing more important/influential, and the decisions surrounding it more important/influential, or we do away with it entirely
Agreed there. On this occasion I don't mind necessarily putting a moderately complex servicing mechanic into core
if it's fun, since OXPing it out for those who want more simplicity is very easy
Code: Select all
this.shipExitedWitchspace = this.shipDockedWithStation = function()
{
player.ship.serviceLevel = 100;
}
(in theory you could take enough SL damage to notice in a single trip, but it's not very likely, and the amount of fire you'd have taken your ship would be rather more obviously a mess anyway)
On the price variation ... I think a bit of price variation between shipyards might be a good idea to give a hint that the higher TL yards will give a better service (after all, that's been in Oolite for years and not everyone knows it) - but probably not as much as you're suggesting. Perhaps a factor of 2 between the best and worst?
Venator Dha wrote:If the core was designed to allow the more complex suggestions (which I like) to be applied by an OXP
Certainly any solution would have various hooks on it to let OXPs change or potentially completely rewrite it. At the moment I'm working on adding more OXP flexibility to the existing equipment items, so maintenance will get that too even if it gets left as-is for 1.80.
Lone_Wolf wrote:say we have 2 pilots :
A has a rep of 60 , kill count of 100, SL >75
B has a rep of 60, kill count of 130, SL below 50
Which pilot would have a better chance to deliver the package on time ?
With identical rep and close kill count, in that case I'd expect SL to have quite a significant effect. More interesting might be a case like this:
A has a rep of 16 , kill count of 100, SL >75
B has a rep of 60, kill count of 1300, SL below 50
Now which one do you trust more?