So, I've made some real progress over the weekend. Aside from fixing a few of the bugs zx_cb identified, and removing the tl/eco limitations on cargo, I've cleaned up the purchasing and hijacking workflows, and tested they work successfully, including giving the player immediate access to all the management facilities of the RH (which I'd completely overlooked before). I've replaced the F8 Market screen, which was simply a matter of sending the player straight to the Market and Cargo management page, which I think makes more sense.
I've also got all the blueprints created and assigned, including methods for limiting their distribution. There's a blueprint for most items, and they can only be purchased from other RH's, so it will require a bit of work to unlock. My next step in this plan is to have "bundles" of blueprints available at some locations, which can accelerate the collection process. Also, you'll be able to purchase these blueprints even if you don't own a RH yet, so if you're working towards ownership one day, you can do some pre-work before you settle down. The only missing component is providing some place to view all the blueprints you've collected so far.
I've also implemented some of the specialised components Cholmondely has been compiling. It's this section that I'd like to bat around a bit more.
Taking, for example, the "Turret Defense" components:
Cholmondely wrote: ↑Thu Dec 23, 2021 3:20 pm
Turret defense (5 directions) (Sector2/Esceso) SolarTech Industries: Plasma Turret Regulator Device Apparatus (cheaper in Esceso), "Phlaschgyt pulse lasers"
First, "Plasma Turret Regulator Device Apparatus" is just too long. With apologies to purists, I've shortened this to "Plasma power regulator", otherwise things start overflowing columns and looking untidy.
Secondly, limiting the location to a particular system (Sector 2 Esceso) creates a lot of technical and gameplay issues issues. If I'm in Sector 1, that's a really, really long trip to get the part. And even if I'm in Sector 2, if my RH is in Escebele, that's still a very long round trip. So I'm leaning more towards some other sort of limiter, based on TL, government and economy. That way, there will more likely be a source somewhere within a reasonable travel distance of the player's RH, without it being overwhelmingly far away. Obviously, there is still a chance that a specific combination of TL/gov/eco will be rare, but it would be easily tweakable in the event outliers are found. What do you think?