Cholmondely wrote: ↑Thu Nov 26, 2020 8:10 pm
But would that be true for a pirate cove? Especially one of UK_Eliters more muscular ones:
As I think I said earlier, where it's relating to another oxp (either new equipment item or dockable entity) then it's a consideration for the future, not something I have decided for certain that I must do. I accept that there is a rationale for the changes that you suggest but in no way do I see it as the only such rationale.
Cholmondely wrote: ↑Thu Nov 26, 2020 8:43 pm
Presumably playability will trump logic when logic leads the train into the buffers at the end of the railway track!
And even before it does so.
Do you see that not only can logic shape the gameplay but gameplay can shape the logic?
I'm asking myself where I want to get to and then 'reverse engineering' as to how I
might have got there by logical means.
This does not require me to abandon logic in order to achieve my aims. It simply requires the chain of thought of:
1. What do I want.
2. How could that set of circumstances logically come about.
This is science fiction, right? We've got quite a lot of room for manoeuvre I think...
Before I saw this post I was about to reply to your new thread on metafiction with an opinion on how it can be easy to get in unnecessary logic tangles due to accepting some things as immutably true when that need not be the case. Conventional logic allows for exceptions I think,
provided those exceptions aren't contradictions. An example to come in in your own thread if I get round to it...
Cholmondely wrote: ↑Thu Nov 26, 2020 8:43 pm
We have three logics so far:
Premise 1) There will be restricted sales of weapons where they are not needed. (But Weapon Laws implies that they are laws. In toy shops you don't want to turn customers away - you will lose out by selling adult magazines. I don't see how the Shipyard in the Dodo in Zaonce loses out by not selling Military Lasers to their well-heeled clientele. Surely it must be a law!)
Premise 2) Some weapons are so dangerous (missiles) that they will be more restricted than might seem obvious.
Premise 3) Since weapons are simply not for sale rather than illegal, quirium cascade mines are available in the Galcop-controlled shipyards in feudal orbital stations.
You can see that I'm not happy with (1) & (3), but nevermind. I can live with the Quirium Cascade mines as I can't see myself ever buying one!
I think that your frustration is likely a consequence of your assumptions.
Correct me if I'm wrong here...
- Some goods have licensing laws, right? Where the law applies to the seller and not (necessarily) to the buyer. Explicitly: the item does not need to be illegal in order for its sale to be so. Example: I could legally fill my abode with alcohol but that gives me no legal right to sell it to all and sundry.
- Laws are simply laws, the extent to which they are fair or proportionate is a matter of debate and varies enormously. Gameplay excuse: I needed each 'upgrade' in government type to make a significant difference, especially for the more dangerous types.
- GalCop is not the government of the planet but of the 'galaxies'. Compare the United Nations to any of it's member states. It can put pressure on them, it can encourage sanctions but it cant rule them.
From the original Elite manual...
A CORIOLIS SPACE STATION
Every world registered with the Galactic Co-operative has several Coriolis space stations in orbit at various altitudes. Coriolis stations are "neutral" territory, controlled equally by GalCop and the Planetary Government.
I don't see how my explanations are necessarily illogical. Rather, I think it's your misunderstanding of them that makes them appear so.
Cholmondely wrote: ↑Thu Nov 26, 2020 8:43 pm
So, sticking to what I know a little about, here is a list of new goodies to ban - with a little extra-added logic!
If I ever do decide to apply these laws to oxp items (which I might), then this list could be a useful starting point.
As for the logic, I'll try to explain again, even if it's already clear (because it seems I keep overestimating my ability to make it so...)
- In order for it to be logical it only requires that it can be reasoned to work as it does, not that it 'makes sense' to anyone in particular.
- Given the fictional nature of the environment in which the oxp exists (i.e. the game itself) and that the oxp itself asserts an assumption (that these laws exist and are applied to varying degrees - thus governmental differences) then it becomes possible to imagine many ways in which such a new element (i.e. the oxp itself) might change things, or equally, might not.
- The logic need only be applied to the extent that it is useful - that's not the same as rejecting it once it's served its purpose but rather of not extrapolating further than is necessary (with the logical idea that the farther we extraoplate, the less reliable any line of reasoning becomes).
- With it being my oxp I've applied my reasoning to make it work as it does and crucially to compliment the manner it which it would affect gameplay most desirably IMHO.
- Being aware that there were both other ways to imagine such an idea and ways in which it could be extended, I kept it simple and made it relatively easy to expand and alter as the user might wish.
Any questions?