Redspear wrote: ↑Sat Mar 30, 2024 12:29 pm
I've got nothing here that I haven't tried to say before but then my ramblings aren't always understood it seems so my apologies as I try one more time...
Making something look better is always nice but more important is (usually) what it actually does.
So I mean no disrespect to Thargoid in saying that planet fall 1.0 was a marvellous proof of concept. It showed it could be done but not necessarily what to do with it.
The resultant exploit of other markets was balanced by rather significant maintenance costs. The problem was of course that without the exploit the only motivation was the novelty.
Some mission ideas have been discussed around outposts and so on but if the player can land at any planet at any time then why would they?
The usual motivator for docking is to make or spend credits and if it's the former then you have (at least potentially) a recurring exploit.
Can they instead offer something different? Note that doesn't have to be something new, it just has to be different from what the main station offers.
The reason the station exists in the first place is so that pilots don't have to land on the planet in order to trade, right? So if we're keeping stations then landing on a planet should IMHO offer something that stations cannot. If we were disigning a game from scratch then wouldn't that seem to be a fairly obvious design choice?
Maybe we have the problem of what to do because the inherited design (from elite) was to avoid planetary landing. By keeping stations as they are then we're perpetuating the 'solution' to a problem that this OXP no longer wishes to exist.
Oolite was made without planetary landing but it did add new features when docked (buy ships, contracts, maintenance). Without anywhere else to dock, all of them were added to the stations - there was no where else to put them.
Well, with planet fall enabled there suddenly is somewhere else.
Thus my earlier suggestion of moving a contract type to being available from a planet only. If not that then how about maintenance being planet only? or buying a new ship? or even buying equipment that needs to be installed (maybe not fuel or missiles)? In fact the last one might even make more sense around planet tech levels when GalCop can still maintain an orbital system in even the lowest tech level system.
If we try imagining it the other way round... what does the station offer that landing couldn't?
If the answer were nothing then why is it there?
If the result is an exploit then why do we want it there?
The original, elite answer to that question was a satisfactory landing/docking experience (for 1984).
Thats done, solved, fixed. We don't need another one unless there are some systems without stations.
So if we don't need it then how can we make it so that we want it?
It's easy to imagine missions to moons or outposts but if it's to be a core game (in the sense that it doesn't require additional planets or moons) land on any planet at any time feature then why?
How is a worthy question too but Thargoid answered that years ago. Doesn't mean his answer can't be improved upon but that still won't answer the why.
I've no wish to diminish the efforts thus far. Looping back on ourselves is fine as long as we've learned something.
As usual, you raise some interesting points. But I'm uneasy with a blanket decision such as "no contracts" on the main orbital. In real life, I'd expect the contracts to be there (but maybe more lucrative ones on the planet surface).
So what might one
expect on the Main Orbital Station? What might one
expect on the planet surface?
Premisses
Space is at a premium on the Main Orbital Station.
Prices there are controlled by GalCop.
The need to ferry goods to/from the planet will engender costs.
"Vanilla" game. Notwithstanding that access to the planet requires the PlanetFall OXP!
Markets: Larger quantities on the planet surface. Cheaper prices for exports, pricier prices for imports.
Ship's outfitting: Cheaper prices. Possibly a wider selection of equipment.
Shipyard: Cheaper prices? Wider selection of ships (but almost all with planetary landing capabilities). Poorly maintained spaceships for sale.
Contracts: Juicier contracts on the planet surface.
OXP'd game.
Diplomancy: extending visas for
this solar system within this solar system (requires trip to Governmental Visa Office on planet surface)
Weapon Laws: ability to buy "banned" weapons in a high tech politically safe system (possibly through a black market on planet)
Some
equipment (lasers or what have you) only available on planet surface (there needs to be a rationale for each piece of equipment as the orbital station is focused on dealing with space ships with gravity-free shipyards for working on them).
Some
New Cargoes or other commodities only available on planet surface.
Sadly there is not all that much in Oolite regarding
eg. Politics or NPC interaction which might lead one down to the planet surface. DGill's
Feudal States is evolving in this direction, but there seems little else available so far.
Other Ideas
Family on planet. Friends.
But in many cases, one would expect that matters involving spaceship pilots (= players) would be located at the orbital stations.
Eg: mission offers.