Hi @all,
I`m pondering on all the input I got. Just taking more time with this OXP than my first one. All the basic scripting ideas are already there - two weeks of work, and solar systems are there.
But I want to have a concise and consistent concept before I (or we, see below) do that.
@Selezen:
I definitely think that people making multiple planet OXPs should team up - think what they could do collectively!
I`m very much for making this a community project, if people are ready to contribute work & stuff beyond ideas. My scripting skills are not great. And more people can do more work in shorter time, and have more ideas than one alone.
Is there a way to set a planet to be a gas giant? They could be used for fuel scooping rather than having to use the sun. That might be a good solution for the problem of moving the sun further away and thus making it more inaccessible to skimmers.
Wow, what an idea! The gas giants as sun skimmer places, thereby solving the sun too far away problem - that`s great!!!
I had already planned for gas giants. They would have no ground stations and instead of radius ~ 4500 they`d get radius ~ 20000 was my idea.
My idea for planetary types, by the way, would have been:
* Moonlike, no moon
* Moonlike, one small moon
* Earthlike, no moon
* Earthlike, one moon
* Earthlike, two moons
* Gas Giant, one moon
* Gas Giant, three moons
* Gas Giant, five moons, one of them earthlike with vegetation, if the gas giant in question is on orbit 2 or 4
* Brown Dwarf (planet made radius ~ 30000 + textured with a solar surface picture), potentially on the innermost or outermost orbit of a solar system, thereby making it a binary or even trinary system! (as there are different lighting sources now possible, this might even give such a system unique lighting)
Question is, how to go about the fuel scooping? Someone is bound to know ...
@Little Bear:
I think with the ship population of a multi-planet-system, your route is the one to go.
How exactly does this hasNPCtraffic work? And do all stations in a given system have to have it?
@pagroove:
Maybe you shouls 'team up' with Capt. Kev. Just to prevent multiple OXP that add multiple planets.
I did already ask him some time ago. He said that he had too much to do already to get involved into yet another OXP. But if quite a few people said pretty please to him & he would be one of different people doing this together (aka he doesn`t have to do it all) perhaps he can be convinced?
OK, short summary so far:
_____________________________________________________________
Consensus (methinks!):
* Sun shoved ~ 5 times further away in multi-planet systems (perhaps made 5 times brighter to compensate?) to make about right looking distances between the planets possible
* The new planets are far enough away that it and the main planet look like very small circles or stars from each other`s orbit - it takes about five to ten minutes to reach it on "J" - drive.
* Randomised, but always the same planets added to a given multi-planet solar systems.
* The other planets have one orbital station and a surface station each.
* Have traders start and land from new stations including the surface stations.
* Commodities logically changed for different planets/orbits to create an economic benefit for inner-system travel
* Somehow "switch off" the whole thing for specific solar systems like i.e. Lave, Zaonce or the Assassin`s ones.
* Find planets by planetary beacon that the ground station usually has which gives the Advanced Compass a "P" each.
_____________________________________________________________
Disputed:
* Distances between sun and planets 1, 2, 3 and 4 etc. If following our solar system, they should be roughly 0.3 AU (AU ~ Sun-planet3) for planet 1, 0.6 AU for planet 2, 1.5 AU for planet 4 etc. I would set planet 1 closer to the sun for dramatic reasons (looming giant sun on the horizon, be careful as already cabin temperature rise - it`s hot "down there") ...
* End result perhaps 4-7 planets per system
* Shall all systems have planets, only very few, or, say every second or third, with the rest being one-planet systems?
* Inner-system jump-gates? For some Hurray, for some Kyaaaaaa!!!
_____________________________________________________________
Ideas, yet undebated:
* There are traders, police and pirates out there - spawned slowly by the other planet`s stations via "hasNPCtraffic" to avoid performance hit
* My planetary types listed above
* Fuel scooping at gas giants
Hope the summary helps to get into the debate without re-reading the whole thread.