7ate9tin11s wrote:Sooo... 100 - ( 20 - s ) * ( 20 - s ) / 4 should work.
Or something like Nr.Fighters = SQR(Stations) * 2 + 2
SQR is pretty useful in soft capping a potentially huge station count in a complex.
(Yes, a complex hub shouldn't count as 1 station =)
Another variation: The station size (energy cell storage / 5000) and/or the average price of the product could play a role so valuable assets like a PPC forge would be more expensive to defend than a single BoFu M fab.
You could also offer like 3 different contract
levels with increasing fighter numbers / quality.
This means nothing more than altering the 2 constants in the above formula. The cost will automatically be higher simply because there
are more/better ships.
Cheap feature. =)
Something else to consider: different security contractors could have different flags / attributes.
- snob: being all snobby and elite, using one type of M3+ only. Also demand a race notoriety of x.
- racist: using only ships of a certain race and might rarely attack enemies of that race
- Raider: use nothing below a speed of x m/s.
- Irregulars: use any colourful combination of ships - not always in 100% repaired condition or fully armed/shielded
- Jameson's Golden Eagles only use Argon ELITEs. =)
But they are always Elite pilots (30 fight skill). They may use a Cobra, too.
- Artillery: use some (or most?) M8 with a small spattering of light escorts. Now there's an ammo bill waiting to happen!
- Heavy Cavalry: M6/M7 mostly (obviously that's my kinda corporation =)
- Salvage: they charge less than some other outfits but they bring at least one TS along that has some sort of cargo collection script running. They also claim abandoned ships.
- Pirate: occasionally they ah... accidentially... destroy a random freighter and scoop up the cargo. But you get a share of the cut. Never mess with the employer. Too much. This may still have consequences, though. =)
- prefer particular weapons or weapon types. Heavy, light, area effect...
- missile lover: decent missile supply and high missile launch %
I'm sure there are more possibilities. That's just off the top of my head.
Most of that can be done with giving every merc outfit a ship array to choose from. Only a few items would require "real" flags and coding, such as Salvage.
You may not always get offers from your "preferred" mercenaries in a sector, either. Maybe they are overextended, maybe they don't like you or the sector owner, or the neighbours, or your spaceweed production.
Maybe they don't like
another merc outfit you are employing.
If all mercenary corps are carbon copies of each other there's not much point in giving them different names.