Ganelon wrote:I don't think that any OXP can or will "break the game".
I don't think that's the point. An OXP is by definition the realization of one (or more) customizable aspect(s) which the game itself provides through its scripting interface. It cannot do anything which 'the game' cannot do. So yes, following this logic no OXP can break the game.
But this is a tautology. It merely says 'an OXP is an expansion of Oolite', which is only what the very name 'OXP' already means.
The point of debate is a different one, namely:
which customizability shall Oolite 2.0 allow
beyond what is already present in Oolite 1.7x?
What exactly do we want future OXPs to be able to change/enhance?
And as tempting as it may be to respond 'everything', I don't actually think that this would be a sensible answer. First, there are some very basic limitations by the nature of the game: however customizable the game will become, you won't be able to turn it into a Formula 1-racing simulation, a Chess simulation, a Word Processor, a Recording Studio, or an umbrella just through an OXP. The game is customizable, but not
that customizable. (The developers may prove me wrong on one or the other item of the list, but I am fairly sure about the umbrella.
)
Which means: as long as Oolite 2 is intended as a space-trading-and-shooting game, a GrandTheftAuto.oxp will not be in the scope of its scripting engine. Or, to give it a slightly different twist (and because it has been requested on these boards), as long as Oolite 2 is intended as an Elite-like-space-trading-and-shooting game, a Frontier.oxp will not be in the scope of its scripting engine.
So, 'everything' is not even an option to begin with. Thus the question arises which limitations the future game engine shall provide, and which of the current limitations shall be lifted. If we want to debate this question, we'll have to talk about concrete examples, not generalizations. The 7LY-limitation is one of these examples, and in my opinion valid arguments can be made against lifting it.