Posted: Fri Jan 22, 2010 12:39 am
Okay, in an effort to get this slightly back on track so that it can be derailed again...Kaks wrote:[snip]...And I'm soo not starting either 'heat shielding cost proportional to mass?' or 'escape pods proportional to sale value?', the fuel thread is already more than enough for the time being!
[snip]
The thing is, my preference is that we should have a multiplier that's affected by a specific ship factor, one that makes 'almost sense' given that Oolite has got its own not-quite-specified non-RL physics. That multiplier could be then affected to quite a large extent - but not completely disregarded - by individual ship settings.
That way we have both native & oxp ships being affected by the changes in a fairly consistent manner to begin with, even if no-one bothered to upgrade oxps with the new settings.[snip]
Kaks, I apologize right up front if this turns into the 'heat shielding cost proportional to mass?' discussion; while I'm going to go part way there, that's not the main intent.
Please be advised that I'm trying to keep the idea on a very broad scale; wherever I may happen to venture into the land of specifics, I do so only to provide an illustration of my thoughts, not to present a fully fledged proposal.
Hoping to make this clear-cut and straightforward, I'm going to break it into stages.
1. Identify which expenses (equipment, fuel, anything-that-costs-money-and-is-not-cargo) that could benefit from having a cost that varies from ship to ship.
Likely candidate for NO: Missiles
Likely candidate for YES: Heat Shielding (Sorry, Kaks!)
2. Use a formula akin to the one Lestradae used for Realistic Shipyards to derive a multiplication factor for each ship from its stats. (For those unfamiliar with RS, the short explanation is that L used a weighted formula to determine a 'fair' purchase price based on a ship's stats.)
This factor is then applied to figure out how much more (or less) you have to pay for stuff while flying anything that's not a Cobra Mark III.
While this has several obvious logical flaws (Why does my Heat Shielding (Sorry, Kaks!) cost more when I'm flying an Asp? It's not like it's bigger!) none (that I can tell) are any worse than the current system where everything is equal regardless. If so desired, it can easily be explained (or defended, if you like) using just two words: Game balance.
If you buy a better ship, you pay a higher price. Not just to buy it, but to upgrade and run it.
3. Allow for the shipdata.plist to override the multiplication factor set by the formula. Whether to allow a complete override or to put a limit on the tweaking you can do can be a separate discussion.
So when you design that tiny-tiny über-ship, you can lower the price of the Heat Shielding (Sorry, Kaks!) to something that's more sensible than what the standard formula would give you.
Right. I'm sure this can (and will!) be picked apart, turned inside out, and argued about. However, if we accept the premise that differentiated prices for (some) stuff is a Good Thing tm, then I'm fairly convinced that doing it in this (or a similar way) presents a better way to go about things than doing one component (fuel) first and then follow with others. After all, the extra work included is, as far as I can see, limited to agreeing on what should have fixed vs fluid price and finding a satisfactory formula.