Posted: Tue Jun 10, 2008 6:02 am
@ krombart: I'm not at all opposed to discussing possible new features for the game (hey, we have a Scripting requests-thread after all, and myself I've already filed a couple of requests there). And for quite some time we had a PC-only branch of the code, which allowed for textured planets (has been discontinued). But all of this was and is in the first place a community effort.
So - as I said - of course you can modify, rewrite and even publish your own version of the code. All of this is explicitely allowed - and even encouraged - by the license(s).
All I'm saying is: That wouldn't be Oolite anymore, but a different game. (And if 100 people would do their own modifications of the code, the result would be a hundred different games.) Therefore I wouldn't know why this should be debated on this board, which is explicitly for the discussion of Oolite, not of other games, however based on Oolite they may be.
*****
As far as this game (Oolite), this board and this thread is concerned, I think Svengali's question is the right one: Is the modification of passenger contract calculation a suggestion for the game (Oolite, currently 1.71.2)?
If yes, then let's discuss it as a suggestion.
And if we discuss it so, then my initial statement would be: As passenger contracts are something new in Oolite anyway (they are not inherited from Elite, but an addition), we have no Elite-legacy issues in our way (usually we try to keep the game faithful to old Elite). So we are free to re-think it in any direction.
Personally I have only made a very brief excursion into passenger runs, because I found out pretty soon that they always are a financial loss, compared to usual trading. So I threw out the passenger berth again and didn't bother anymore with the upper part of the F8-F8-screen.
Which is a shame. Because it makes no sense to have a complete career-path implemented in the game, that is practically not viable. (Well, yes, you can of course technically still take that career-path; but who would do that if it means losing money on each jump, compared to ordinary trading? I wouldn't.)
An obvious solution for this is, of course, to make passenger transport viable (read: financially worthwhile). So I would say you are on the right track here.
What I would like, however, is something similar to the cargo-contracts: Not a general doubling of the fees, but initially the fees should just be enough, while with growing reputation you get more rewarding contracts. Could be realized for instance in form of VIP-passengers who are paying better, but only fly with pilots of good repute. (Like the contracts with commodities that are only entrusted to pilots of good repute.)
My couple of credits on this suggestion, if it is a suggestion.
So - as I said - of course you can modify, rewrite and even publish your own version of the code. All of this is explicitely allowed - and even encouraged - by the license(s).
All I'm saying is: That wouldn't be Oolite anymore, but a different game. (And if 100 people would do their own modifications of the code, the result would be a hundred different games.) Therefore I wouldn't know why this should be debated on this board, which is explicitly for the discussion of Oolite, not of other games, however based on Oolite they may be.
*****
As far as this game (Oolite), this board and this thread is concerned, I think Svengali's question is the right one: Is the modification of passenger contract calculation a suggestion for the game (Oolite, currently 1.71.2)?
If yes, then let's discuss it as a suggestion.
And if we discuss it so, then my initial statement would be: As passenger contracts are something new in Oolite anyway (they are not inherited from Elite, but an addition), we have no Elite-legacy issues in our way (usually we try to keep the game faithful to old Elite). So we are free to re-think it in any direction.
Personally I have only made a very brief excursion into passenger runs, because I found out pretty soon that they always are a financial loss, compared to usual trading. So I threw out the passenger berth again and didn't bother anymore with the upper part of the F8-F8-screen.
Which is a shame. Because it makes no sense to have a complete career-path implemented in the game, that is practically not viable. (Well, yes, you can of course technically still take that career-path; but who would do that if it means losing money on each jump, compared to ordinary trading? I wouldn't.)
An obvious solution for this is, of course, to make passenger transport viable (read: financially worthwhile). So I would say you are on the right track here.
What I would like, however, is something similar to the cargo-contracts: Not a general doubling of the fees, but initially the fees should just be enough, while with growing reputation you get more rewarding contracts. Could be realized for instance in form of VIP-passengers who are paying better, but only fly with pilots of good repute. (Like the contracts with commodities that are only entrusted to pilots of good repute.)
My couple of credits on this suggestion, if it is a suggestion.