Re: The Oolite NPC ecosystem (and other questions)
Posted: Thu Aug 15, 2013 5:35 pm
That certainly makes sense. Though, it's not just the main station they should stay clear of - there are several OXP stations you'd expect pirates to avoid (e.g. Seedy Space Bars). So I think we need a way for stations to signal their likely reactions to ships.Disembodied wrote:Maybe it would be worth making pirates a bit more shy of the zone around the station?
What do you think of this classification for stations?
Hunting: pirates and offenders will actively avoid this station. Default for any clean station with turrets, and any CLASS_POLICE or CLASS_MILITARY station. OXP examples: Sentinel Stations, Space Bars, Behemoths, Astromines.
Galcop: pirates will actively avoid, offenders will mostly try to dock elsewhere. The main station is the only one which gets this by default.
Neutral: pirates won't dock at this station, but won't actively avoid it. Other offenders might dock here. Default for unarmed clean stations with CLASS_STATION or CLASS_ROCK. OXP examples: Constores, Salvage Gangs, RRS stations, Superhubs, etc.
Pirate: pirates will dock and launch from here, other offenders may dock here, clean traders will actively avoid. Default for any (non-Thargoid) station with a bounty. OXP examples: Pirate Coves, Renegade Stations
Thargoid: pirates and traders actively avoid, only Thargoids try to dock. Default for any CLASS_THARGOID station. OXP examples: Thargoid Carrier
All of the default guesses could be overruled by shipdata, of course - but I think this gets most of the OXP ones to have similar behaviour to now. (A few will get put into "hunting" by default that should probably just be "neutral" or "galcop" - Kiotas, for instance - but that's better than the other way round, I think)
I'd rather not encourage OXPs to define their own station classes, because then other OXPs (or core ships!) won't know how to respond to them, but I can add more built-in types if there are cases I've missed