BlackRain wrote: ↑Sun, 9. Feb 20, 16:42
The Station boarding scripts were created mostly by Rubino, but Marvin did help improve much of the work Rubino and I did.
Yeah we worked on the same thing with rubini and then mine never went into the released mod. Pity, it worked real nice - XR had no coordinated attacks with several capships at that time.
I had them group up in safe distance, then they attacked with precise timing, 3 ships boosted to the station near where the boarder would stop later, started hitting surface elements, distracting turrets and the boarder arrived about 30 secs later.
Was a bit disappointed about that miscommunication regarding who works on what and all the work in vain.
Anyway,
1) Original economy would need to be somewhat static. At game creation, stations and ships need to be all in place. So, what is the best way to do this?
Don't think they need to be in place. I'd just call the buildscripts and not define corp stations ahead. Would be real nice to know what number of them can be acceptable.
I'm optimistic because i had no fps loss in sector with a 500+module plex unless i got within 50km or so (attention change i guess). Game showed no performance change before/after that build. Think it handles low attention station logic fast and smooth, a couple 10 extra stations shouldn't hurt.
Distance from sector centre can also help, as long as each faction corp builds just a handful of stations tops i don't think performance would suffer much. Asset defence would also be easier that way.
2) Wallets for new corporation factions so they can buy and sell and grow.
There need to be a way to balance budgets easily, i'm not sure just a shared account would be flexible enough.
A shared account would be nice for traders and stations, but asset acquisition should not depend on amount of free cash entirely. Maybe a quick scan for wares and budget with a global modifier so it will be possible to time station and ship build frequency according to how it feels good and natural during gameplay.
3) Logic for corporations to expand intelligently, but also need to consider game performance. How many corporations should there be? How big should they grow?
Generally i'd just
a, Check if any existing stations are stopped due to missing resource, and build one of those (go for highest sell price per unit maybe if there is more).
b, Else sweep through the wares according to the prod chain starting from ship prod wares, build a parent for the first ware i already have production for. I'd add or calc if possible a trade vs military value for each prod module so diff factions build diff infrastructure.
Wares that have plenty trade offers on low price from parent faction could be excluded.
Their single starting prod stations should be 1 level up from raw resource refining and food, then they will work their way up on the prod chain like this.
c, If i find no build target like this then start a SY
d, If they do not build enough stations like this it's then possible to walk the whole tree, but that's for later.
Then build, will have to check if expanding existing plots is easy (hope it's possible to access the randomise functionality on the designer when expanding).
Only get a new plot if prod module/plot is too high or module destruction has occured.
Then pick a random low pop sector and build somewhere out of the way, otherwise expand an existing.
4) Logic for corporations to interact with player and each other. Will corporations in the same industry fight each other? Will they fight with the player? How will this be handled? Will there be faction representatives and what role will they play?
We had some diplomatic options in CWIR from rebirth done through NPC dialogue, this is a possibility in X4 too.
I'd run a queue here on a longer timer that does easy checks and rolls for a predefined action, at start just exec different vanilla scripts perhaps.
Each action would be an aiscript and a condition set (required free assets for the action, valid target for the action) plus a timeout value.
They could then be picked by chance based on faction attribute scores, and could relatively easily be expanded later.
5) Logic for asset defense, How will corporations defend themselves? Will they buy military ships and protect assets? How will this impact performance?
I'd really go for some RRF feature i mentioned above to have a force that does not need to be huge but still can have a large area of operation.
I'd try to keep asset count as low as possible while still having a visible response to player actions.
With vanilla AI travel methods securing just a couple sectors would need lots of ships.
They could spawn an anomaly near their dock or SY which would take them far out in target sector? Then would have to dock at dock/SY again. Maybe some extra min cooldown.
6) Pirates, in order for this to work pirates are necessary. They need enough enemies to kill them so that change happens. It shouldn't only be the player who attacks or doesn't attack them.
Yes, it will be easier since these factions aren't needed for the game eco or anything. They can be even eradicated by a bigger pirate fleet. Then they just restart later under a diff name and race perhaps.
It would be really nice to have a way that allows for doing actions that are visible to the player and seem meaningful. And have the lowest possible ship quota for this.
Probably highest requirements for ships would be sector takeover but that could be done using 5 capships + limited escorts.
Assuming they only pick one action at a time that isn't too much. Then have 2 traders per station and some more free traders based on attributes.