NPCs have had variable radar ranges for a very long time, though there were a bunch of bugs fixed in 1.80 that meant it wasn't previously working as it should.ralph_hh wrote:If there is a long range radar allowing you to intercept, there should be a long range radar to allow to evade.
Variable player radar range is trickier because it's tied to the torus calculation - give the player a long-range radar at the moment, and they'd be unlikely to use it to sneak around things at torus speeds, because they'd be constantly mass-locked. The work needed to separate all those bits out was partly done in 1.80, but needs finishing off.
I think the importance of non-player-centric design (and the compressed scale) is that we can set up a much wider variety of situations without needing to explicitly code each one.ralph_hh wrote:In the eyes of a player suddenly there is a ship. If that came from outer space or if it has been aiming at you for the past 1000 miles or if it headed straight onwards from the Coriolis station, the effect for the player remains the same.
If we take the "easy" approach - don't bother populating the system, just add a group of something just outside visual range every so often as the player travels, appropriate to the system and the player's location in it - then the player will never come across a battle between pirates and bounty hunters. Either they meet some pirates, or they meet some bounty hunters.
Okay, so we code "battle in progress" in as an option ... what about the situation where the player meets the pirates, and the bounty hunters show up later while the fight is going on? Or the situation where the fight is over and the pirates are scooping up the loose alloy plates to sell, but the player can sneak past while they're busy? Multiple situations can end up interacting - the player rescues a trader from some pirates, and they flee; later the player finds a second group of pirates scooping up some cargo. An escort of the first freighter the player attacks flees towards the witchpoint, and then the player meets them again - still out of missiles - escorting another freighter.
It's much easier to set up a bunch of AI ships programmed to act as close as we can get to how a player pirate/hunter/trader might act, and let the situations the player comes across be a consequence of that.
Not quite. Ontilain is second; there is one system which has the station about 30km further on.Cody wrote:Anyway, does Ontilain have the longest WP/station run?