Player big ships - possible workaround
Posted: Wed Nov 16, 2011 5:57 pm
DISCLAIMER: this is NOT a standalone OXP, but a set of ideas for a workaround that if developed can be then added to individual big ship OXPs. The much desired garage OXP may or may not become a spinoff, but let's first see if this can work -at all-. I was reticent about bringing up this theme, as the idea goes against the "player=ship" dogma - its variations have been discussed to death, and buried, in several threads. Still, after some PMing I decided to beat up this dead cat just to see if it meows...
With the latest changes to the core and the advent of some new ingenious techniques in OXPing, I think that it may now be possible to succeed in swapping ships.
Make a carrier OXP and include:
- the same carrier model with a dormant AI;
- a small player shuttle with the same cargo capacity and price (an avatar to the carrier);
- a custom shipyard for the carrier with only either the carrier or the shuttle for sale;
- a piece of primeable equipment to activate the swap.
On activating the swap, it'd:
- spawn the carrier model on the player's location (remembering the coordinates) and instantly dock with it (as in the Save Anywhere OXP);
- offer only the avatar for sale (for 0Cr) on the customized shipyard;
- record all the equipment and cargo as mission data (somewhat as in the Feudal Systems OXP), and award it to the newly "bought" avatar.
The avatar could then be flown into any station (core or OXP) for whatever business the player has there, and then return to the carrier for the reverse operation (even if the game is saved at this point).
Should the player sell the avatar, the carrier outside would disappear (or not); what would happen if the player left the system or if the carrier is destroyed while the player is away shouldn't pose any problems...
Please dissect this proposal, and give feedback on why won't it work
With the latest changes to the core and the advent of some new ingenious techniques in OXPing, I think that it may now be possible to succeed in swapping ships.
Make a carrier OXP and include:
- the same carrier model with a dormant AI;
- a small player shuttle with the same cargo capacity and price (an avatar to the carrier);
- a custom shipyard for the carrier with only either the carrier or the shuttle for sale;
- a piece of primeable equipment to activate the swap.
On activating the swap, it'd:
- spawn the carrier model on the player's location (remembering the coordinates) and instantly dock with it (as in the Save Anywhere OXP);
- offer only the avatar for sale (for 0Cr) on the customized shipyard;
- record all the equipment and cargo as mission data (somewhat as in the Feudal Systems OXP), and award it to the newly "bought" avatar.
The avatar could then be flown into any station (core or OXP) for whatever business the player has there, and then return to the carrier for the reverse operation (even if the game is saved at this point).
Should the player sell the avatar, the carrier outside would disappear (or not); what would happen if the player left the system or if the carrier is destroyed while the player is away shouldn't pose any problems...
Please dissect this proposal, and give feedback on why won't it work