Potential OXP ideas I'd like to explore
Posted: Tue Jun 07, 2016 5:33 pm
Hello!
I'd like to thank everybody for the help in learning how to 'tweak' to this point, and at this time I want to talk about some ideas I'd like to implement within Oolite. Obviously, I have no intention about just jumping in right away; I've got a lot of learning and practice before I'll be able to prepare anything that could be considered an OXP good enough to share with others. The idea is to create a long-range goal to shoot for: learn to write this kind of script, flowchart it out in this manner, etc.
I'm hampered by the fact that I have no knowledge about coding or JavaScript at all; the limit of my ability at this point is to look at a script's numbers and be able to make a rough guesstimate about what would happen if I changed it. Therefore, learning how to code is going to be on my list of things to do. Yikes.
So what I'd like to do here, if you'll permit me, is to describe the ideas I'd be interested in working on - one idea at a time. I'll give my thoughts on how I think it would go; you can let me know if it's doable, can be done within my ability (i.e. as a learning project) and if it's dumb.
Idea 1: Class-C Airspace
Admittedly, not many people would likely enjoy this one, I think most people probably just hold down 'I' upon launch and boom away, but given the way the Ooniverse is structured, it would make sense and as a real-life pilot, it would add the familiar feeling of control around airports. The main stations can basically be considered the analogue of modern-day international airports, and those are heavily regulated. My proposal is to add airspace restrictions around the main stations (additional stations would be unaffected), above and beyond the gravity restrictions they currently have. These are: hyperspeed and Witchspace prevention for a set distance around the station (I'm imagining 50Km), speed limits for spacecraft within the airspace (I'm thinking 300kps.), fines for speeding and other unlawful behaviour, and increased planning ability to account for the extra difficulty. I imagine this addon would be a good starting point for me, because parts of it seem to be quite easy to build, with increasing difficulty as each step is prepared. To wit:
Step 1: Hyperspeed and Witchspace restrictions: This is probably very easy; just a rewrite of the current masslock restrictions of the existing main stations. The Wildships stations have this already in effect; there is neither hyper nor jump within 25km. As such, it's a good place to start.
Step 2: Airspace speed limits: All spacecraft - NPC and player - are limited by law to a set speed (I'm thinking 300kms. @ 25kms radius) No probs for a Python unless he fires his injectors, a Planet Express might be surprised if he's not paying attention. I have no idea how to implement this; I imagine it will be a good project for coding practice, if it's not too difficult - I'm assuming it would involve creating and including an AI script. I hope you can tell me if it's possible, challenging or easy. I also imagine adding sound files: ATC broadcasts. ("Approaching ship; this is a station, not a racetrack. You've been fined.") Note: the speed limit extends to a smaller sphere than the hyperspeed restrictions, so the ship has time to slow from masslock before getting fined.
Step 3: Fines for unlawful behaviour. No application for NPC ships of course, but YOU can get nailed. I've no idea at all how that would work, so it'll be another good learning opportunity, if it's not too challenging - I've no idea at this stage. I'm imagining a fine of something like Fine=10*kts over speed limit. Stations have a fine if you dock without clearance, perhaps that script can be modified? I don't know yet. Edit: Since combat would be a strict no-no within station airspace, I think fines could be levied for popping bad guys as well, though that would limit a major source of idle amusement. I'm just having a mental image of an 'Offender'-status Python heading for uncontrolled space and sweating bullets while the player cruises right behind, lasers armed and an evil grin on his face...heh heh heh
Additional consideration: Increased planning: Of course, the first task upon launch is to look around for Witchspace wormholes, to see if anyone's heading your way. The restricted airspace would prevent that, so I imagine adding to the existing station's Traffic Control available on the F4 screen (available via OXP) information including a departing ship's destination. The idea would go like this: You've loaded up and are ready to head out. Look up the launching ships. The next two are going in the wrong direction, but the Python departing in 30 minutes shares your destination. So head on up to the bar, have a drink, maybe wander around the museum, then take off just before the Python and follow him out. Since TC is an OXP, this would require the creator of that mod to agree to make those changes - which is, of course, entirely up to him. Still, if he likes the idea, he might agree.
I'd like to thank everybody for the help in learning how to 'tweak' to this point, and at this time I want to talk about some ideas I'd like to implement within Oolite. Obviously, I have no intention about just jumping in right away; I've got a lot of learning and practice before I'll be able to prepare anything that could be considered an OXP good enough to share with others. The idea is to create a long-range goal to shoot for: learn to write this kind of script, flowchart it out in this manner, etc.
I'm hampered by the fact that I have no knowledge about coding or JavaScript at all; the limit of my ability at this point is to look at a script's numbers and be able to make a rough guesstimate about what would happen if I changed it. Therefore, learning how to code is going to be on my list of things to do. Yikes.
So what I'd like to do here, if you'll permit me, is to describe the ideas I'd be interested in working on - one idea at a time. I'll give my thoughts on how I think it would go; you can let me know if it's doable, can be done within my ability (i.e. as a learning project) and if it's dumb.
Idea 1: Class-C Airspace
Admittedly, not many people would likely enjoy this one, I think most people probably just hold down 'I' upon launch and boom away, but given the way the Ooniverse is structured, it would make sense and as a real-life pilot, it would add the familiar feeling of control around airports. The main stations can basically be considered the analogue of modern-day international airports, and those are heavily regulated. My proposal is to add airspace restrictions around the main stations (additional stations would be unaffected), above and beyond the gravity restrictions they currently have. These are: hyperspeed and Witchspace prevention for a set distance around the station (I'm imagining 50Km), speed limits for spacecraft within the airspace (I'm thinking 300kps.), fines for speeding and other unlawful behaviour, and increased planning ability to account for the extra difficulty. I imagine this addon would be a good starting point for me, because parts of it seem to be quite easy to build, with increasing difficulty as each step is prepared. To wit:
Step 1: Hyperspeed and Witchspace restrictions: This is probably very easy; just a rewrite of the current masslock restrictions of the existing main stations. The Wildships stations have this already in effect; there is neither hyper nor jump within 25km. As such, it's a good place to start.
Step 2: Airspace speed limits: All spacecraft - NPC and player - are limited by law to a set speed (I'm thinking 300kms. @ 25kms radius) No probs for a Python unless he fires his injectors, a Planet Express might be surprised if he's not paying attention. I have no idea how to implement this; I imagine it will be a good project for coding practice, if it's not too difficult - I'm assuming it would involve creating and including an AI script. I hope you can tell me if it's possible, challenging or easy. I also imagine adding sound files: ATC broadcasts. ("Approaching ship; this is a station, not a racetrack. You've been fined.") Note: the speed limit extends to a smaller sphere than the hyperspeed restrictions, so the ship has time to slow from masslock before getting fined.
Step 3: Fines for unlawful behaviour. No application for NPC ships of course, but YOU can get nailed. I've no idea at all how that would work, so it'll be another good learning opportunity, if it's not too challenging - I've no idea at this stage. I'm imagining a fine of something like Fine=10*kts over speed limit. Stations have a fine if you dock without clearance, perhaps that script can be modified? I don't know yet. Edit: Since combat would be a strict no-no within station airspace, I think fines could be levied for popping bad guys as well, though that would limit a major source of idle amusement. I'm just having a mental image of an 'Offender'-status Python heading for uncontrolled space and sweating bullets while the player cruises right behind, lasers armed and an evil grin on his face...heh heh heh
Additional consideration: Increased planning: Of course, the first task upon launch is to look around for Witchspace wormholes, to see if anyone's heading your way. The restricted airspace would prevent that, so I imagine adding to the existing station's Traffic Control available on the F4 screen (available via OXP) information including a departing ship's destination. The idea would go like this: You've loaded up and are ready to head out. Look up the launching ships. The next two are going in the wrong direction, but the Python departing in 30 minutes shares your destination. So head on up to the bar, have a drink, maybe wander around the museum, then take off just before the Python and follow him out. Since TC is an OXP, this would require the creator of that mod to agree to make those changes - which is, of course, entirely up to him. Still, if he likes the idea, he might agree.