Re: System Populator Memory
Posted: Wed Jan 27, 2016 10:03 pm
Thanks everyone for your comments and thoughts. I can see this might be a tougher nut to crack than I first imagined. I get the "player is insignificant in the universe" thing. But I don't think that means the player has no significance at all. Even in the core game, the player is well known enough to be contacted by a certain member of the Navy.
A little bit of full disclosure here. Part of the reason for this thread came about because I am working on a mission pack to utilize the Bulletin Board system I set loose recently. One of the missions is a pirate hunt mission. Now, if you stay in the system, you can run that mission any number of times because a new one will be randomly regenerated after you complete the previous one. Obviously I can put restrictions in so that it will only offer 1 pirate hunt mission per destination system per month. But in the end it's just a way to make more money. Do mission, get bonus credits. I was wondering about ways of making the significance of the mission more related to the environment, rather than the player. Complete enough of these missions and you'll make the system a better place in some way (fewer pirates, better market prices, that sort of thing). It's something to aim for when credits are no longer a driving force in the game. Actually, I still have plans for another mission pack, revolving around the slave trade, that wouldn't offer many credits, but the impact would be on the numbers of slaves for sale in each system, and the price of those slaves, with the ultimate goal being to eradicate the slave trade entirely. But that's another OXP.
Now, in my mind I envisaged the ratio being something like 100 pirates = 1% change to spawning rate. That is, you'll have to complete a lot of them to make a noticeable difference.
Anyway, this has been a very helpful discussion. Thanks again to everyone whose chipped in.
Yes, that was what I was thinking. If you spend enough time in a system, making it your "home" so to speak, then you would potentially start to see a change. If you're a courier constantly on the move, this OXP would do nothing.ffutures wrote:This really only works if you stay in a very small area.
A little bit of full disclosure here. Part of the reason for this thread came about because I am working on a mission pack to utilize the Bulletin Board system I set loose recently. One of the missions is a pirate hunt mission. Now, if you stay in the system, you can run that mission any number of times because a new one will be randomly regenerated after you complete the previous one. Obviously I can put restrictions in so that it will only offer 1 pirate hunt mission per destination system per month. But in the end it's just a way to make more money. Do mission, get bonus credits. I was wondering about ways of making the significance of the mission more related to the environment, rather than the player. Complete enough of these missions and you'll make the system a better place in some way (fewer pirates, better market prices, that sort of thing). It's something to aim for when credits are no longer a driving force in the game. Actually, I still have plans for another mission pack, revolving around the slave trade, that wouldn't offer many credits, but the impact would be on the numbers of slaves for sale in each system, and the price of those slaves, with the ultimate goal being to eradicate the slave trade entirely. But that's another OXP.
Now, in my mind I envisaged the ratio being something like 100 pirates = 1% change to spawning rate. That is, you'll have to complete a lot of them to make a noticeable difference.
My thoughts were to make the players actions indicative of everything else in the system, thereby limiting the calculation to just what the player does. It means less code, although it would probably mean it's more player-centric. However, the one part of the system that is still player-centric is the galaxy itself. The only part of the galaxy that "exists", with NPC's at work doing their thing, is the one the player is in. So it wouldn't be completely on it's own!Day wrote:if the algo looks for balance changes introduced by other actors, then the whole system evolves by itself, which is GOOD.
Anyway, this has been a very helpful discussion. Thanks again to everyone whose chipped in.