phkb wrote: ↑Thu Jun 10, 2021 2:53 am
I thought I'd go through what I understand from your comments first, then we can get down to the code changes required.
So, first up, mission initiation. At the moment, the mission is kicked off when you arrive in Biarge, whether you want the mission or not. So, first question: should the question as to whether you want to do the mission be performed here, at the start?
Assuming the mission has been started (whether automatic or manual), we then head to Soladies to collect the gentleman. Having another question screen here to accept the mission is simple enough, although we'd need to make the call on whether we'd be having two of them (one at Biarge, one at Soladies).
I just want to add (to add a lot) to Aegidian's concept, not to alter the essentials (unless they make no sense). So additions (Digebiti jaunts) can be declined. The only essential change as I see it, is introducing a choice at Soladies.
At the moment, IB throws out an offer to the player. There is no acceptance/refusal. If the player wants to do it, the player waltzes over to Soladies. If not, not. I'm happy with that. It seems reasonable, it makes sense. It might be a bit eccentric... so what? The only issue is the player "notting", and then visiting Soladies a year later to find... ?
Let's continue as if we've accepted the mission. You say you want to change the text of the acceptance of the passenger to include the requirement that the player purchase a special item. We don't need to have a separate F4 screen for this. We can create a unique equipment item that would appear only on the F3 screen, and only be visible if (a) the player has accepted the mission, and (b) is in the Soladies system. We can give the equipment item whatever cost and then furnish the player with the money so they can purchase it, or make it a negligible cost and refund the cost after purchase. Either way, purchasing of the equipment item would then be the trigger for the gentleman to come on board -- this would be the point to throw up the mission screen announcing his boarding. This gives us a clean entry point. We can also give this custom equipment item a lengthy installation time, independent of the cost of the equipment, so that the time differential is handled by the core game.
Sound effects can be played for the installation.
If the next phase of the mission can't be triggered until the player purchases the equipment, there is the chance the player might depart Soladies without the equipment, and thus without the gentleman. We could allow for this, and give the player a bit of leeway to come back and purchase the equipment on their own (perhaps with a reminder of some sort). If they don't return in time, the mission can be failed with a strongly worded email or mission screen.
Actually, it probably makes more sense if OB purchases it ... "he's rich, you know". The player just has to allow the plumbers to come on board. See my next interjection...
Monologue in Usanat/Cetiisqu: If this is to be on arrival at the witchpoint (rather than when docking at the station), then using comms messages is probably best, especially if no interaction is required from the player (ie it's just some flavour text). Using comms messages (as distinct from console messages) means the message would appear in the comms log, so the player will have a record of the message. It can be times so that the message is transmitted a few seconds after arrival, so it doesn't look it's obviously triggered by the jump into the system.
Now, concerning Digebiti. At the moment, there is no guarantee the player would visit this system on route. In fact, given it's feudal state, many players would avoid it intentionally and head through the much safer corp state of Anxebiza. If you want this to be a formal part of the mission it would need to be clearly stated to the player that they need to visit this system on the way.
Of course, you could leave this part of the mission as a hidden "Easter egg" kind of thing, so that if the player does take the risk there is a reward for it, but otherwise the mission can be completed without it.
Actually, I was intending to make the Usanat/Cetiisqu conversation a request for the detour to The Centre of the Universe. But to leave the decision up to the player. (And probably do the same with the batrachian bubble-bath installment above). And then when the rewards are meeted out at the end, take the decisions here into account. That means that the bbb installment requires a Yes/No option - and registering the decision. And if the decision was yes, maybe have one or two console messages en-route recording that there is burbling from the batrachian in the bubble bath... Or sound effects... ?
Having a dialog with OB on route is straight-forward, although I'd be using the Broadcast Comms OXP to handle the mechanics of it during flight. No matter which route you take, the player must go through either Zainlabi or Teesdi. They would be ideal candidates for a mid-mission comms (around 2/3rds the way, with a minimum of about 4 jumps left, traffic contingent). The question is, this will mid-mission comms lead to a change in destination? Is the point to get the player to do some additional steps? And will the player have the option to decline the additional steps and just head to Qubeen?
I understand the mechanics. I query the aesthetics. For me, Broadcast Comms is about ship-to-ship communications. Not on-board communications. Also, I would now be adding a requirement to have a non-vanilla HUD installed
and for the player to know how to use it (;/:/n/b).
Questions:
i) Can BC's MFD really be made just to pop up, all on its own, without the player having to prime it?
ii) Could the BC HUD be modified - change the colour, for example - to distinguish on-board discussion of the History of the Philosophy of the Eschatology of Architectonics from ship-to-ship banter?
iii) Is my sneaky suspicion that the Vanilla HUD includes invisible MFDs built on anything other than quicksand?
iv) Is there no other way of doing it?
The final step, on arrival in Qubeen is simple enough to change, with the only additional step being to remove the equipment item installed on Soladies.
I'd rather leave the BBB on-board, allowing the player to remove it at a later stage if wanted. I rather like the idea of gazing at the F5 list and seeing the BBB prominently displayed... ! Bartholomew's Batrachian Bubble Bath, special factory model B-phk-B! Ship's cabin version. With special bubble-blowing accoutrements for the frail and elderly...
So, in summary, I think everything can be handled in some way. With the answers to the questions above, we can start the process of coding up the expansion to the mission.
I have to say, thinking about it, that I really don't want to expunge Aegidian's original from the system. It would be unmannerly and disrespectful. Maybe this should be entitled as the bubble bath version - and allow the player to choose which on the EM?
I've been picking apart the Black Baron to try and see how the Yes/No option works - and peering at the programming pages on the wiki. Not obvious to me, I'm afraid, but hopefully by the time you read this, I'll have tried something!
Edited to add: talking to your passengers:
Passenger Coms v0.5 by BryonArn (2014): https://drive.google.com/file/d/0B3N9li ... x2Zlk/edit - see
https://bb.oolite.space/viewtopic.ph ... 31#p224131 According to the description it seems to generate random messages at various moments and also at changes to yellow alert or whatever.
Re-edited to add: it's a bit obvious really... but... we can do trumbles, we can do jelly-babies... can we do soap bubbles? And, bearing in mind the neophytes that the OXPs is aimed at, maybe restrict them numerically and just to Corporates and Democracies? And under escort in Digebiti?
And a third edit: if OB was to offer the player some Soladean Evil Brandy, can one mimic the resulting inebriation in the ship's responses for a short time afterwards?
Not that I necessarily want to do all the above... but I'm interested in what the limits are, and in what it is easy to do.