(WIP) Hermitage
Posted: Wed Jul 24, 2019 6:05 am
I've been working on an expansion that will allow you to own and operate a Rock Hermit. I'm just in the process of finialising a few details and doing some play-testing to make sure everything works the way I think it should.
But, there are a couple of questions that I'd like to open up for responses, as the answers can have a reasonably large impact on play.
(1) Every station (whether Rock Hermit or anything else) has an "allegiance" property. This essentially defines the sort of ships that will want to dock at a station and is mostly used by the AI routines for decision making. Setting this to "pirate" will make the station a magnet for offenders and fugitives. Setting it to "hunter" will make it attractive to bounty hunters. Setting it to "chaotic" will mean everyone will be able to dock.
My question is, should this setting be visible to the owner of a Rock Hermit? At the moment, I've got it exposed and changeable, and the setting has an impact on the calculation for how much traffic the RH will receive (which then plays into how much stock gets sold and how much profit the player can potentially make). It will also play into how likely it will be for your station to be attacked. If this is seen to be useful, but the way in which it's communicated needs tweaking, what should this setting be called, and what should the equivalent values be? Hopefully that question makes sense - let me know if it doesn't and I'll rephrase.
(2) I've been looking for ways to engage the player in activities outside of shooting rocks for cash, and I thought having a Quirium-powered generator would be a neat idea, forcing the player to scoop fuel to power their station. However, when I played through the starting scenarios I've included (which puts you in a mining-equipped Adder), my first trip to get some fuel ended badly, at the end of a pirate's gun. And with only a mining laser for defense, fighting back was all but impossible (especially as this is a starting position). I switched to powering the unit with radioactives, which means the player shouldn't need to leave the vicinity of their base to get the required resources (I've included a refinery, which operates very similarly to the Ore Processor). But what do you think? Is the Quirium-power option worth pursuing, or should I stick with the radioactives?
(3) Another question about these starting scenarios. At the moment, I haven't done anything to help the player locate their own station. You can purchase a beacon for the station, which would then make it show up on the space compass, but the starting Adder doesn't have the Advanced Space Compass equipment to view the beacon anyway. I could possibly add a waypoint, but again, without the ASC it's difficult to see it. Should I look at some other options for finding your station, or leave it as something the player has to figure out on their own?
(4) Finally (and I do this with some trepidation), for those of you who have imagined what it might be like to own their own Rock Hermit, what sorts of activities have you envisaged being involved in? The reason I'm a little hesitant about asking this question is that some of you might have strong opinions about what should or shouldn't happen on a Rock Hermit, and some things I might not be able to achieve satisfactorily. So, feel free to post your wish-list, but understand not everything is going to possible.
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[Edit] For ease of access, so you don't have to trawl through 20 pages of notices to find the download link, here's the link to the current version: Hermitage.0.8.9.zip
You'll also need this: Ship_Storage_Helper_0.38.oxz
Please remember, this is still very experimental and subject to change.
But, there are a couple of questions that I'd like to open up for responses, as the answers can have a reasonably large impact on play.
(1) Every station (whether Rock Hermit or anything else) has an "allegiance" property. This essentially defines the sort of ships that will want to dock at a station and is mostly used by the AI routines for decision making. Setting this to "pirate" will make the station a magnet for offenders and fugitives. Setting it to "hunter" will make it attractive to bounty hunters. Setting it to "chaotic" will mean everyone will be able to dock.
My question is, should this setting be visible to the owner of a Rock Hermit? At the moment, I've got it exposed and changeable, and the setting has an impact on the calculation for how much traffic the RH will receive (which then plays into how much stock gets sold and how much profit the player can potentially make). It will also play into how likely it will be for your station to be attacked. If this is seen to be useful, but the way in which it's communicated needs tweaking, what should this setting be called, and what should the equivalent values be? Hopefully that question makes sense - let me know if it doesn't and I'll rephrase.
(2) I've been looking for ways to engage the player in activities outside of shooting rocks for cash, and I thought having a Quirium-powered generator would be a neat idea, forcing the player to scoop fuel to power their station. However, when I played through the starting scenarios I've included (which puts you in a mining-equipped Adder), my first trip to get some fuel ended badly, at the end of a pirate's gun. And with only a mining laser for defense, fighting back was all but impossible (especially as this is a starting position). I switched to powering the unit with radioactives, which means the player shouldn't need to leave the vicinity of their base to get the required resources (I've included a refinery, which operates very similarly to the Ore Processor). But what do you think? Is the Quirium-power option worth pursuing, or should I stick with the radioactives?
(3) Another question about these starting scenarios. At the moment, I haven't done anything to help the player locate their own station. You can purchase a beacon for the station, which would then make it show up on the space compass, but the starting Adder doesn't have the Advanced Space Compass equipment to view the beacon anyway. I could possibly add a waypoint, but again, without the ASC it's difficult to see it. Should I look at some other options for finding your station, or leave it as something the player has to figure out on their own?
(4) Finally (and I do this with some trepidation), for those of you who have imagined what it might be like to own their own Rock Hermit, what sorts of activities have you envisaged being involved in? The reason I'm a little hesitant about asking this question is that some of you might have strong opinions about what should or shouldn't happen on a Rock Hermit, and some things I might not be able to achieve satisfactorily. So, feel free to post your wish-list, but understand not everything is going to possible.
____________________________________________________________________________________________
[Edit] For ease of access, so you don't have to trawl through 20 pages of notices to find the download link, here's the link to the current version: Hermitage.0.8.9.zip
You'll also need this: Ship_Storage_Helper_0.38.oxz
Please remember, this is still very experimental and subject to change.