Cmdr James wrote: I would prefer to see Lestradae and Sendrak offer suggestions for improvements, which the original authors can work back into their ships if they wish. In the case of the kirin, we see that this is unlikely. In many cases this isnt possible as the authors have moved on.
I'm thinking that this is my preferred approach. I can write suggestions, analysis, thoughts on these forums and tinker with my own game, but not produce an OXP. This has a number of advantages:
1 - While I could have a stab at writing an OXP, all I'd be doing is copying other people's work and trying to mash loads of disparate files together. The reason for this is that I have no experience writing computer scripts of any kind. I'm sure I could learn, but it would take a while and as indicated elsewhere, the end result could simply be the "turns the ships pink" oxp.
2 - I'd rather write down my thoughts for discussion and come up with a "guide" of how things could be for OXP creators to consider as they see fit. Ultimately if someone wants to create the "uber" ship, they will and having multiple versions floating around the wiki is not helpful to anyone.
3 - I think oolite ship design is about trade offs and if the designer of an OXP does not want to make trade offs, it all goes out the window. If the design of a ship, such as the Kirin, as basically to be a slow moving, but largely unstoppable ship, then changing so it isn't will mean it is not the Kirin anymore. However, I'm sure the Kirin isn't supposed to be unstoppable, it is slow, ungainly, but has the means to defend itself without having to be too agile. The question for me is, can the stats be tinkered with so that there is a tradeoff between the guns and the other stats without sacrificing the essential "Kirin-ness."
4 - Turrets are an unusual variable and my wondering is not whether OXP ships should have them or not, but rather why a core ship like the Anaconda does not? I'm pretty sure I remember the classic beeb ships that the manual said had "turrets" were actually able to fire lasers from directions other than port and aft. I don't see turrets as "not being Oolite" and as a teenager, it was something I wondered about why the big ships on my Amiga Elite did not have such a feature. Obviously working turret mechanics in the core ships is a bit of a PITA and then there is the question of which ships should have them or not.
Turrets ss an additional variable, mean designers have something to change other than speed, handling, capacity, energy and recharge. The Python Class Cruiser could, for example, be an upgrade on the Python simply because it has a) more cargo capacity, b) a turret and c) is perhaps a little faster. As it stands at present, the Python Class is considerably much faster than the Python, has more cargo capacity and is tougher. Effectively it is giant Cobra MkII with a grin and slight penalties to pitch and energy recharge.
You could differentiate the Python Class Cruiser from the ET and the Python by giving it a turret. It'd be slower than the ET, but faster than the Python. It's handling would be the same as the Python, slightly worse than the ET, but it would be slightly tougher. As reference though, the ET would be slower than the Cobra MKIII, but handle slightly better than the Python. In my ideal world, the Engine sub-entities which Simon added in Neolite to the Python ET, would reduce the ET's speed to that of the Python when shot off.
I know, I know, I want the moon on a stick.
Question - I know in the shipyard plist you can assign what equipment a ship can or cannot buy. Is there anyway to assign equipment to a ship that cannot be removed, in short it becomes an integral part of the ship?
Again, that would open design characteristics for certain ships that would give them a feel and a role. For example: the neolite Fer-De-Lance always seems to be for sale with 2 passenger berths fitted as standard and these are not listed as being part of the ship on the trade screen. However, they can be removed. My ideal scenario would be that they couldn't be. This to me fits with the concept of the Fer-De-Lance having this luxury interior which the commander could use to transport sophisticated clientelle. Now of course you don't have to trade those passenger berths in, but you can, leaving you with 12tonnes of cargo space in a relatively fragile but incredibly fast ship. Which doesn't have the same "feel." This might be limiting the "sandbox" aspect for some of Oolite's ships, but I think there is a virtue in having only a few craft (or just the Cobby MKIII) as the fully customisable ships.
The Python Class would come with the fuel scoop as standard, included in the price of the ship, not as an extra. The trade off for this is in the stats of the ship.
This is all just pie in the sky thinking. I might throw these out as suggestions, but the core of this project will still be suggestions (for discussion) of simple changes to the core stats that anyone with a text editor could do.