Ships and main station behaviours are designed to provide a good gaming experience for people with just Oolite by itself without any oxp, and it's a very complex set of rules... altering one aspect of it in the core game will in 99.99% of cases (I'm being conservative here! ) lead to some surprising effects somewhere else...Screet wrote:Hmmm. What you say sounds to me the way that the current behaviour of the source code isn't appropriately doing it's job, but overreacting and thus causing troubles, not only for OSE but also for other popular OXPs.
On some occasions in Oolite you'd have escorts spinnig around in space, doing nothing when attacked.
The twiddling escorts problem plagued Oolite for years, and only now we seem to have got to the bottom of it. It was really difficult to track down, even with having the simplest possible code.
On the plus side, within an OXP you actually know that a big pirate ship is appearing in-system, and at least you have a chance to replace the standard behaviours with ones designed to cope with the new situation!
[edit]Anyway, before I got sidetracked I wanted to comment on that:
Sounds good! Hmmm, the thing is, the Adder should still be happy to attack if the Constitution is pretty weak & there's other cops around, only to disengage when the odds don't look so good anymore.... If we do a pure gradient one, you could have 20 ships running away from one, when 6 of them acting together could have won fairly easily... What about 4 of them calling for reinforcements, but staying out of range until new cops arrive? There's a lot of thinking needed to implement even the most common sense idea...One idea that was actually Svengali's when we debated balance issues would be to create some sort of "power gradients" for ships that led to for example police with gradient "2.5-3.5" attack pirates of gradient "3" and so on. That could lead to more believeable behaviour, as a Tech 1 - GalCop Adder would then not insist on attacking a Tech 15 - pirate Constitution etc.