I started a new commander recently, partly for testing purposes and partly to recall what the early game feels like. I ship out of Lave, find a good milk run and start grinding. In my primary game my ship is fully kitted out, and I tend to stay on the lane so I can enjoy a few encounters with pirates or assassins. By default I stayed on the lane for this new start.
Unfortunately I had forgotten that a Confederacy is actually not that safe, and the likelihood of meeting at least one group of pirates is actually fairly high. Which is what happened about half-way to the station - I met a group of 6 pirates. So I start dog-fighting with them with my trusty laser-pointer Pulse laser, but I quickly realised that (a) it is going to take forever to splash this many pirates, and (b) I didn't have ECM, so I'd be super-vulnerable to missile attacks. So I give up on fighting and start fleeing. I probably should have given them a few tons of cargo, but I was flying a Cobra Mk I with only 10t of space so I wasn't packing any pirate-kibble, just my precious computers. The main station is a long way away, I have almost bingo fuel so I can't inject away, so I settle in for a long game of dodge-ball.
Sometime later, having made myself quite dizzy doing a "spiral" maneuver, another group of ships comes into range. Then I drop out of red alert - Yes! the new group of ships have started attacking the pirates! I'm saved.
I'm not sure what happened next, but suddenly I'm at red alert again. All the dots on my scanner are red. I'm hit multiple times with lasers from two directions, and my ship breaks apart around me, a few drifting tons of computers the only evidence of my demise.
This proved to me that (a) I need to find a safer milk run that leaves me with enough fuel to inject out of trouble, and (b) my ship, in it's current form, is not suited for dog-fighting. I need upgrades. Which means I need cash. Which means I need to trade-trade-trade.
So I started doing what a lot of new pilots end up doing - heading off the lane to avoid pirate interference. This lead to much faster transit times, and a much faster rate of trade. But it was rather dull. The only "scary" point was immediately after a jump, before I've cleared the witchpoint area, where ambitious pirates might be waiting. After that though it was a snooze.
"Start Point!"
All of that preamble was essentially to bring up the issue of going off-lane to avoid (potentially deadly) encounters on the lane where most of the traffic is spawned. Going off-lane effectively neuters the early game - sure, it might be fun to start with, but after the 30th iteration of the same milk run, not having met anyone or even needed to warm up the injectors, it starts to lose its appeal. I think everyone is in agreement that this is a shame - the fun and excitement of Oolite is being deliberately avoided during the early game.
My experience got me thinking about solutions to this problem. This has been discussed before and at some length (see here for one recent example) and some fixes have been attempted (eg Deep Space Pirates, VariableMassLock, Synchronised Torus). But then I thought, what if the game rewarded the player for flying along the lane? That way, going off-lane is still supported, but there would be gentle encouragement by way of a nice cash bonus for doing it the way the game is actually designed.
So I got my coding hat on and put together a simple solution I'm calling the "Space Lane Adherence Bonus", or SLAB for short. The OXP works out 10 key checkpoints along the lane, and then monitors the player's proximity to those checkpoints. If the player gets within 2 times scanner range of a checkpoint, it gets flagged. The more checkpoints that are flagged, the higher the bonus. I've taken the players Elite ranking and the system government into consideration for the calculations, so more dangerous systems will result in a higher award. Here's the details of the calculation:
Code: Select all
Credits per space lane checkpoint flagged
Anarchy Feudal Multi-Gov Dictatorship Communist Confederacy Democracy Corp.State
Harmless 30 25 20 15 10 5 2 1
Mostly Harmless 30 25 20 15 10 5 2 1
Poor 25 20 15 10 5 2 1 1
Average 20 15 10 5 2 1 1 0
Above Average 15 10 5 2 1 1 0 0
Competent 10 5 2 1 0 0 0 0
Dangerous 5 2 1 0 0 0 0 0
Deadly 0 0 0 0 0 0 0 0
Elite 0 0 0 0 0 0 0 0
The bonuses aren't a lot, as I want to avoid the situation of just flying around for cash. The rewards drop as your rating goes up, and after you reach the level of "Deadly" they disappear altogether - a deadly pilot should be able to take on anyone, anywhere. And just tooling around democracy or corp states will barely cover the cost of fuel. I don't mean this to be a complete solution to the issue. In my example above, 6 pirates should have ignored a lowly Cobra Mk I as irrelevant, so maybe some AI logic could benefit from some tweaking. But maybe this idea can contribute something to the discussion.
So, here's a link to the Space Lane Adherence Bonus OXZ (version 1.2). This is open for discussion and feedback of course. Should the rewards be higher? Should they disappear sooner (eg for "Dangerous" or "Competent" commanders)? Let me know what you think. If someone else has suggested something like this method as a possible solution please let me know so I can add their name to the credits.
Note: The other issue noted about going off-lane - to just speed up the time it takes to get to the station - isn't directly addressed with this OXP, although my hope is that the cash bonus will encourage some players to stay the course.
(If I don't get any bug reports I'll upload this to the manager shortly)