Have you seen Hyperdrives (5-7ly)? And take a look at the arguments here.Reval wrote: ↑Sat Oct 22, 2022 6:29 pmThanks much for setting me straight
It's a sad fact that most of the things I - and I'm sure many others - would like to see in their 'ideal Oolite' are just those that would require modifying the core code. The ability to vary the hyperjump radius in JS, for example, so one's ships could have different ranges a la Frontier/FFE or OXPs to alter the range at will. Would definitely like to make longer single jumps and have an assortment of hyperdrives available with different ranges.
I understand that the prices are only determined when you arrive in the system. So you would need to create the prices there first and make sure that they were the same when you arrived. But if you are arriving hours/days later, is this realistic? Presumably the information takes as many hours to reach you as you then take to reach the system...I'd like the ability to look 'long range' at other systems, to determine which ones to exploit as future milk-runs. I mean the ability to view their market prices. Is this already possible in JS? If so, I'd want to try making an OXP that could let you do that.
And if you are using Phasted's Real Life Economics which (though buggy) is much more realistic, then the prices (but not quantities) change while you are still in the system! See also In System Trader which is less radical but does a similar thing.
Out of gameBut on the whole I've been more than satisfied for years with what there is already, and I hardly ever catch myself thinking 'oh if only we had...', because nearly everything one could wish for now is already there in the form of OXPs. That's really quite amazing. I know of very few, if any, other space-centric games that give as much to do and explore, and in so many varied ways, as Oolite. I don't hanker for improved graphics, because the graphics are already superb and immersive. Since I am not--and never have been--into multiplayer, I don't think we need that either.
Freedom is all - and Oolite as we have it now is freedom.
I'll come back to edit this if I think of anything else.
Edit: oh, documentation to include with or within the game, of course. What newcomers really need, I imagine, is a guide, or walkthrough (several different walkthroughs) of what to do step by step after Lave, firstly as a trader. So that should include recommendations of nearby poor Ag/ rich Ind systems, say following Spaceway 1. A deeper explanation of the rationale behind the map icons, IOW. That could be put in an OXP (and probably already has been!)
OoliteRS with (some of this) & Mr Gimlet (with the rest) come with the Oolite game download
In-game
I hope that Hints also does this. Map icons are explained by XenonUI Cim's Ship's Manual also gives all this.
XenonUI F6 & F6F6 screen - as one toggles through the 4 "?"-key possibilities, the explanation of each comes up on the screen'Meta-OXPs' are indeed a great idea and, if I can work out how, I shall be putting all my humble efforts into one.
The "?" key toggles the display of the colour of each system between four possibilities:
Sun Colour (important for OXPs such as Hard Way & Star Fuel where the star category impacts on the game)
Economic system (from deep green for poor agricultural to deep yellow for rich industrial)
Political system (white: corporate state; grey: democracy; blue: confederate; red: communist; yellow: dictatorship; green: multi-gov; brown: Feudal System; purple: anarchy)
TL/Technology Level (from red for low TL to blue-white for high TL)
