Yes, that is my main point. If you fine-tune the features that you already have, and eliminate any problems that come up, then your script will be better than all of the other explorer scripts that have been done in the past.gnasirator wrote:the features you wish for - well they are in already. Except the gate coverage.
Gate coverage is optional, in my opinion. However, it would be a nice feature on huge systems.
*Shrug*. Attempts at "realism" is what kills most scripts. Your script does the same tasks as the vanilla Explorer Command scripts -- but it does it better. The vanilla script does not charge for satellite placement, so your script does not have to charge a fee, either. (However, please do whatever you want. )Well, I really wouldn't need to bother find and buy satellites ... but it's so realistic. If I skipped that and just dropped newly spawned sats, I have to at least implement a massive charge for that (twice the sat costs?).
To prioritize, I would write that list as:So my todo list would be:
- switch to enable/disable gate coverage (depending on sector size and sat type may be skipped)
- switch to enable/disable discovering of new, unknown sectors
- switch to decide whether to buy satellites (cheaper), or just to spawn them at a much more expensive rate
1) Switch to enable/disable discovering of new, unknown sectors. (This is the one important feature that is neglected by other Explorer scripts.)
2) Ability to cover gates of large systems. (a switch for this is optional) (Always using Advanced Satellites simplifies the problem of covering large sectors.)
Only after the first two are done:
3) Decide whether to buy satellites or just to spawn them. (Do one or the other, and decide for yourself whether to charge. My vote is to spawn satellites and not charge a fee, but it is not an important question to me.)
Simple is better. The game is too complicated already!
Also, remember that finding missing satellites will add enough complexity to your script. There is no need to add more!