[WIP] Witchspace blockades
Posted: Tue Nov 26, 2013 2:47 pm
I've decided to make my first foray over to the 'dark side' and just to be different, instead of starting with a custom ship OXP, I'd like to try my hand at altering some gameplay.
I'd like to change the nature of witchspace jumps by introducing an element of unreliability to jumping from system to system.
Ideally I'd like the reliability of a jump from System A to B to be affected by:
I'd also like to be able to create a piece of purchable equipment that would display unreliable links on the long range chart (e.g. green for unreliable, red for blocked).
Another aspect to build in would be a mechanism for preventing NPC's from creating wormholes to blocked systems. (incidentally, can an NPC creaete a misjump wormhole without any intervention by the player?)
Obviously, this could have an adverse affect on mission OXPs so I'd also need to build in a way to disable unreliablility if a mission is in progress.
Unfortunately, I'm a noob at OXP authoring (although I have worked in IT for quite a few years and I've no problems with getting myself up to speed with JavaScript...).
I've walked through the tutorial for creating an uber version of the Cobra III (first time I've flown around at 1.000LM ), and I'm trawling through the OXP list to come up with a starting point for what I have in mind.
As a first draft, I'm envisioning the following:
I'm assuming that what I need is a script that fires when the player initiates a jump. The script would grab the current system and destination, and query an internal 'database' to calculate whether the destination is subject to unreliability. If the jump is deemed to be unreliable, then another function determines what type of unreliability is to be manifest, and the player jump is altered accordingly.
Any suggestion as to OXPs that could demonstrate something like what I want to achieve?
Cheers
I'd like to change the nature of witchspace jumps by introducing an element of unreliability to jumping from system to system.
Ideally I'd like the reliability of a jump from System A to B to be affected by:
- System tech level - lower tech levels are more unreliable
- System government type - Anarchies are more unreliable than Corporate States
- System GDP - Poor systems are more likely to cut corners on witchspace infrastructure maintenance = more unreliable
- The system description - destinations that are 'beset by civil war' are more unreliable
I'd also like to be able to create a piece of purchable equipment that would display unreliable links on the long range chart (e.g. green for unreliable, red for blocked).
Another aspect to build in would be a mechanism for preventing NPC's from creating wormholes to blocked systems. (incidentally, can an NPC creaete a misjump wormhole without any intervention by the player?)
Obviously, this could have an adverse affect on mission OXPs so I'd also need to build in a way to disable unreliablility if a mission is in progress.
Unfortunately, I'm a noob at OXP authoring (although I have worked in IT for quite a few years and I've no problems with getting myself up to speed with JavaScript...).
I've walked through the tutorial for creating an uber version of the Cobra III (first time I've flown around at 1.000LM ), and I'm trawling through the OXP list to come up with a starting point for what I have in mind.
As a first draft, I'm envisioning the following:
I'm assuming that what I need is a script that fires when the player initiates a jump. The script would grab the current system and destination, and query an internal 'database' to calculate whether the destination is subject to unreliability. If the jump is deemed to be unreliable, then another function determines what type of unreliability is to be manifest, and the player jump is altered accordingly.
Any suggestion as to OXPs that could demonstrate something like what I want to achieve?
Cheers