Various suggestions
Posted: Thu Jan 05, 2006 8:33 am
- Asteroid spliters should sometimes contain radioactives, <5kb platin, <10kg gold, or <20g gems. (minor change to scoopUp). Maybe there should a some special equipment, which turns spliters into gravel and get these more valuable things.
- addShips should also add the escorts automatically.
- Killing a behemoth should drop some firearms cargo.
- Traders should eject cargo when they flee.
- Cargo should self-destruct after some time floating in space, so you can either go for the trader or get the cargo (let's just say 2mins). Would allow smarter AI, because it can use the cargo as distraction during a battle.
- Some pseudo market (not a full market as suggested in other threads). Each time you sell cargo that item gets cheaper, each time you buy it it gets more expensive. After each witchspace jump, you re-evaluate all prices and make them move a little towards the normal price. This involves no complex simulation, just blows up the savegame, since you need to save a pricelist for each planet.
- Different AI scripting. I don't know how to improve it, but in the long run the current system is not viable. You cannot do complex stuff or computation (e.g., base the numer of spawned ships on the player's score). Also, you will always end up reimplementing all objC functions as scriptable functions, for example it would be nice to have an 'worsenLegalStatus' method, which is similar to "setLegalStatus: legalStatus_number + XY".
Well, and maybe some more...
- addShips should also add the escorts automatically.
- Killing a behemoth should drop some firearms cargo.
- Traders should eject cargo when they flee.
- Cargo should self-destruct after some time floating in space, so you can either go for the trader or get the cargo (let's just say 2mins). Would allow smarter AI, because it can use the cargo as distraction during a battle.
- Some pseudo market (not a full market as suggested in other threads). Each time you sell cargo that item gets cheaper, each time you buy it it gets more expensive. After each witchspace jump, you re-evaluate all prices and make them move a little towards the normal price. This involves no complex simulation, just blows up the savegame, since you need to save a pricelist for each planet.
- Different AI scripting. I don't know how to improve it, but in the long run the current system is not viable. You cannot do complex stuff or computation (e.g., base the numer of spawned ships on the player's score). Also, you will always end up reimplementing all objC functions as scriptable functions, for example it would be nice to have an 'worsenLegalStatus' method, which is similar to "setLegalStatus: legalStatus_number + XY".
Well, and maybe some more...