@LB: Nice mission idea. Perhaps there could be a number of different mission types related to what ideas come up for this expansion? It shouldn't be that hard to integrate a number of dependent and independent mission types into a single script -like the built-in mission script does. If the script ends up being made up from parts made by different players, it's probably a good idea to start out with a common prefix for variables and perhaps stick to some sort of naming scheme.
Thinking aloud: Damn those witchspace rings would be nice. Having a company slowly build a trans-some-galaxy 'rail-road' with caravans of new settlers further out in that galaxy and trailblazers even further. UMC operation spreading (e.g. spreads to one system more of the types it can be in with every 10 or so jump the player makes) .
Btw: Did johnsmith's idea of abandoned Rock Hermits make it into a finished expansion? I've got ideas for at least 4 variants:
Most common ones that are just empty. Some that yield a varying amount of gold (market with gold at 0.0 per kilo. Some that infest the ship with trumbles . And one which initiates a treasure hunt mission.
I've really only used script for placing some ships and the simple in-system escort missions. It's very laborious with the way the variables and everything operate. Again this will probably take quite some time.
My own first priority will probably be to try to get these models to interact with each other in the way Griff has envisioned (AIs) and think up some ideas for the non-player-centric part of the scripting - the way this oxp develops regardless of player action. If LB and or others have ideas for their interaction with the player (missions or the player-centric part of the scripting) I hope you'll just throw yourself at it.
I'll rename this thread to 49ers then we can use it to throw in ideas and debate how we all think the finished product should be.
Sorry about a messy post, nut I'd rather ramble than forget an idea
