Well, the existing comms chatter is completely one-sided. The player can receive, but he can't send. Which is kind of besides the point of 'communication', isn't it?Simon B wrote:I'm not so sure about that - one could have a "hailing frequency" triggered by a player action ... this will be the chatty channel. Opening the hailing frequency indicates a willingness to talk... the other ships send chatty comms messages about the destination, where they've "been", pirate activity, what they are hauling, where they are going... etc. It need not be very interactive.Commander McLane wrote:Ship-to-ship-communication is another long standing wish (of mine, as well). But impossible with the current game.
Sounds as scriptable as the existing comms chatter.
So how would you actually send a message to an NPC? It seems to me that at the very least you would need a method to 'fire' a message. The only method that springs to mind is a key-press. We cannot define new keypresses via script. End of story.
The only way around would be to have the NPC start the communication, leading to the immediate display of a mission screen, which of course can handle the interaction in the usual way. BIG PROBLEM with that: You can (and will!) easily be blown to smithereens, if you are chatting on a mission screen while in-flight, and don't notice the hardpirate approaching! For this reason using a mission screen is a non-option, if you can't stop the game around you as long as you are reading (which you can't on the scripting side; and to require of the player that he hits 'P' as soon as the communication starts, then to hit it again in order to choose his answer and immediatly hit it again in order to read the next screen, and so forth, is no viable option either).