Closed dd84ai closed 3 years ago
What to do with old defense mods
old 1 -> keep to proposed 1
old 2 -> keep to proposed 2
old 3 -> replace to proposed 1
old 4 -> replace to proposed 2
old 5 -> replace to proposed 1```
The idea in more details for the final outcome:
1) base suffered less than 400'000 damage by any player and has less than... lets say 4 million damage from all players in 24 hours. (those numbers before shield modifier again) -> mod = most friendly or neutral to everyone (peaceful mod) defensemode 2 does IFF based nodock blacklist IFF only does nodock blacklist shipnames only does nodock
2) base suffered more than 4 million damage in 24 hours (those numbers before shield modifier again) -> mod = trigger happy (anti-siege mod is on) in any defense mode IFF attitude to baserep begins to trigger hostility blacklist IFF hostility begins to trigger hostility blacklist shipnames begins to trigger hostility turns nearby bases to trigger happy mod as well
https://github.com/dd84ai/FLHook/commit/e785615c17de4bec1de6e5e4569f236054be3aa9 Most of the planned stuff is done.
Some changes to the plans were made, I decided to leave all defense mods as they were except with locking hostility under 'siege mod' condition
mm two things are left... 1) 'triggering nearby bases to trigger happy mod
2) perhaps adding hostile faction list to base
well, in ideal way, I think relation between pobs should be done in the next way:
if player triggered siege mod of the targeted base, nearby pobs check in emulated siege mod their hostility attitude to the player, if it could be hostile, they got activated as well, otherwise they are sleeping
secondary check to do.... if new ship joined the siege, which was not previously hostile to the base but got himself triggered through temp hostile list, he activates the check again.
ah, and the limit in range
the check for nearby pobs, needs to check only in N range
(in most silly way, nearby bases can just trigger siege mods of the nearby bases though)```
Idea in general