That are very good news!Bernd wrote: ↑Sat, 2. Jan 21, 17:31 - Sector automine was too easy because the script saw much more than the player. You could make profit from any resource field which was in the same system even if you had not found it yet. This will change of course. At the same time 4.0 introduces loops, which makes some of the advantages that higher level mining scripts bring a bit obsolete as long as you do just a bit of manual control: i.e you can simply set up a loop to mine any area you found and sell manually to the best place then let that loop run for a longer time. What we did here is drastically reduce the replenishment of resources in some cases. NPCs will have to be more dynamic and search for good regions.
- Shipyards: We did consider for a while, to require players to have special contracts with factions in order to sell ships to a war faction and actively retaliate in case you would sell to two factions at once, but decided against it. Income per ship will still be reduced dramatically with the final version of 4.0.
-Bernd
Just one idea that comes into my mind: Why can AI's only buy at the player shipyards? Why not let them buy ships from allies as well and make a random check each time a ship will be bought. At 100% sell price the check is equal for each allied or neutral and if you increase the price the chance goes down and if you lower the price the chances go up. So the price slider would have an effect. You would lose or gain orders for your ship construction.
The changes in mining you mentioned are also very nice. It felt like cheating when your ships instantly knew where to mine best.
I dont know how or if you will improve the following behaviour: ships tend to mine all at the same spot. So if you have a very dense mining spot, all your 100 miners would rush for that spot even if it has only enough resources for maybe 2 or 3 miners. they should spread out more equally or check if the spot is "overmined".