Hi Cmdr James!
Cmdr James wrote:Is that so bad? It provides balance, forcing players to choose what they want, either a monster ship, or access to all areas.
I do think so. I see no point, ingame nor game-balance-wise, in somehow punishing players for their choice of ship. Sure, some ships are (and should be!) more fitting for some endeavors than others. But even in nearly-strict Oolite with one oxp in you might happen to get the Constrictor mission when shipping cargo in your Anaconda - also not extremely logical, is it?
Cmdr James wrote:Would you hire someone with a battleship to perform an assasination? I wouldnt, I would want someone with a little subtlty, who might make it look like an accident, or a robery gone wrong.
Narrativium options do go both ways here, don't they? You might want to have it look like an accident or you might want to send a message via Behemoth which smeares the "soft target" over so much stretch of station outer hull.
Cmdr James wrote:In fact some stations (an orb one if I remember right) have deliberately small docking slots for in-game reasons, it isnt *certain* that all docking slots should be useable by all ships.
That would not be very consistent in and of itself, too - what hinders any carrier (or even Boa) pilot to send out a little craft that can dock? In Aquatics, the Hammerhead hauler does exactly that, for example: Being too big to dock, it sends out cargo sleds that detach from the main ship which can.
Cmdr James wrote:In the case of carriers, do you really want behemoths to be able to dock with each other? What does it mean to have one inside another? I understand the shuttle point (you dont dock with the main ship, but with a smaller shuttle)
My answer would be the one you provided yourself: We can assume (and underlie that assumption with appropriate screen messages) that the Behemoths wouldn't dock with each other, but that one was "parked" (or tugging along on autopilot, escorting the other one) near the other Behemoth, whilst the pilot was onboard the "docked" ship with his shuttle.
Cmdr James wrote:but then you have to take into account things that no longer make any sense, such as docking a heavily damaged ship should leave it exposed to damage or destruction while you sit in the shuttle.
Perhaps the pilot flees the ship that has become dangerous to survive? Situations like this are also already in strict Oolite - every time you use the escape pod!
Cmdr James wrote:And if you are only docking a shuttle rather than the whole ship, does that raise questions about the shipyard, can they still do repairs and so on if you are not physically in the station. What happens if you sell the ship? Where does it go, it should stil be lurking outside.
Repairs on player carriers might be done in space, at the "parked" big vessel, while the Commander is having a Deep Fried Poets Coffee at the station/carrier that provides the repairs.
If you buy a big ship, it is tugged to the carrier/station where you bought it - from whereever it was stored before - and you are flown to it via the docking shuttle you are going to use in the future too. In other words, "really" re-appear the 3 or so kms from the shipyard in your new big carrier.
It actually
would be a very nice twist if, after selling a very big carrier, it would still be lurking outside! That's a cool idea. I don't know if it is possible for an oxp to "remember" which ship was just sold at a station/carrier - if it is, perhaps that could be scripted in.
Cmdr James wrote:There are a lot of things to consider if you want all these things to make sense.
I have thought about this making sense and being as playable and flexible as possible at the same time. I hope it shows a bit
Atm I am going to do other things anyways with the OSE test version, but when I try the idea slowly forming now how to solve this, I will see if and how it feels believeable when played, also when interacting with other oxps.
Keep the ideas & comments coming, I think this is going to get somewhere
Cheers
L