Re: (BETA) Station Dock Control OXP
Posted: Sat Sep 26, 2015 8:30 am
Very good ideas, except the randomness: should avoid different results when retry.phkb wrote:pick a random roleWeight
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Very good ideas, except the randomness: should avoid different results when retry.phkb wrote:pick a random roleWeight
There still will be a (small) chance that for example a player-pirate can request a launch before/after a trader?Firstly, if the player has a bounty, you won't be able to see any destinations or request any launch slots before or after ships.
Secondly If the ship is already hiding their destination, they presumably don't want any one following them, so the launch requests won't be available.
Then, I need to work out the matrix of ship roles to player role weights.
-- If the ship role is "shuttle", "trader", "trader-courier", "trader-smuggler", pick a random roleWeight from the player and if it contains "pirate", or "assassin", then a request to launch before/after will be denied.
-- If the ship role is some form of "pirate", pick a random roleWeight from the player and if it contains "hunter" or "assassin" then a request to launch before/after will be denied.
-- If the ship role is some form of "assassin", pick a random roleWeight from the player and if it contains "assassin" then a request to launch before/after will be denied.
-- If the ship role is some form of "hunter", pick a random roleWeight from the player and if it contains "assassin" or "pirate" then a request to launch before/after will be denied.
It's still making the game much easier. If the player is simply a trader, with no time penalties, they can just use this to make long jumps without using any fuel. An example: a beginning player, once they've earned enough to buy injectors, can jump for free between Ensoreus and Isinor, and then just inject their way past any trouble they might encounter on the way. Dock-to-dock turnaround is reduced to a few minutes of actual flight. Allowing the player to pick a launch slot makes the game too easy, I think. I'd suggest turning it the other way up:phkb wrote:Thoughts?
But I'd restrict the ability to request launch slots to occasions where the player has actively been invited to share an NPC's wormhole, e.g. if the NPC role is "trader", "trader-courier", "trader-smuggler", AND their destination is sufficiently dangerous (on a sliding, slightly randomised, scale - a "trader" might be nervous about heading to a Communist world; a "trader-courier" might be looking for company in a Multi-government system; and a "trader-smuggler" might want help when visiting a Feudal or Anarchy system), then they could ask the player to join them. The chances of this happening would also depend on the player's role: if it contains "pirate" or "assassin", then they won't get an invite. If it contains "trader", "trader-courier", or "trader-smuggler", they might. If it contains "hunter", then they probably will.phkb wrote:Firstly, if the player has a bounty, you won't be able to see any destinations or request any launch slots before or after ships.
Secondly If the ship is already hiding their destination, they presumably don't want any one following them, so the launch requests won't be available.
Perhaps the McNooby invite could be accompanied by a gift.The rarity of events has a value. It makes them special - and a player receiving an invite to accompany an NPC should be relatively unusual. At the moment, if you're just trading, every single trip can be a hitch-hike on someone else's wormhole. I think it would be better if these trips were rare occasions. At first, at least: a player who develops a high reputation as a bounty hunter might find they get invitations every trip (although maybe not going the way they want to go, but still: people want their company). This would show the universe reacting to the player's reputation. Nobody's going to invite Nooby McNoob to share their wormhole: who knows if the putz can even fly straight? But "Trip" Hazzard, famous and deadly bounty hunter? That's a different matter ..
var calctype = 0;
to var calctype = 1;
and you're good to go with your version.$getDestinationByRole
does all the work. Destinations are hidden by default, and the calculations are to determine if the player will be shown the destination, and therefore be able to launch before or after those ships. Because of the new design I've also expanded the viewing period from 4 to 12 hours, essentially undoing a change I made previously in an attempt to limit the wormhole availability.The vast majority of OXPs makes it easier I'd say. Even things considered "neutral" to balance. A HUD makes it easier to aim for instance.cbr wrote:Most oxps make oolite more difficult this one makes it easier for the elite hunter and useless for the starting player.
Unfortunately, in most train stations or airports, you don't run a big risk of someone with a military laser tagging along when the 0930 Light Commuter leaves the station.cbr wrote:For me the immersion is what i like most about this oxp, seeing part of the destinations and the ability to slip into a slot adds to the feeling of being in a train station/airport (and looking at the departure screens).
A solution could be a oxpconfig setting strict ( current settings ), medium ( previous settings) and easy ( see all destinations )
I like those ideas.phkb wrote:What do you think?
I'd suggest adding "and the forced removal of the chip" - which would cost time as well as money.phkb wrote:GalCop systems are constantly monitoring for security breaches, so you will only have a short period of time (maybe less than a minute) to use the chip before getting discovered, whereupon you get dealt a hefty fine (bounty and credits).