OwendB1 / SE-Ship_Class_System

Blue's SE Ship Class Mod
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Integrating ship classes into economy - long term progression #14

Open Torqs01 opened 2 months ago

Torqs01 commented 2 months ago

The game in general lacks in long term progression. After the first large ship, there is no motivation to go further. So integrating the ship classes into economy would drastically enrich the economy system and give players a proper motivation to keep progressing.

This can simply be done by letting the server owner choose freely an block as the ship class definer, and of course having the option to disable the ship class selection in the cockpits.

And the rest is up to the server owner, how to integrate it into the game, eg: By adding every single ship class as an item to the economy stores, like permits: Corvette Permit, Fighter Permit... These permits are then required to build the custom block which becomes the definer of which ship class is applied to the grid.

PS: As far as I know, there is currently no mod or plugin that lets server owners set custom blocks as the definer to apply a certain block limit, which is a huge missed opportunity!

skiittz commented 2 months ago

I believe it is possible to share dlls between mods. If you refactored your core code into a compiled dll and treated it as a "framework" you could potentially have several companion mods with different ways of interacting with that framework.

But this is just coming from a random thread I read once so take that with a grain of salt.

If you are interested in that approach I can see if I can dig up more info on that.

Blues-Hailfire commented 2 months ago

Torq The ability to do this sort of already exist. If you enable force broadcasting each grid must have a beacon or receives debilitating modifiers. You could create a beacon for each class, and set up limits to reflect this ie only allowing the specific class beacon on the grid.

Me and OB actually just talked about this issue as a whole the other day. We both have some reservations over the institution of minimum block limits (required blocks). This is due to the fact that any combat interaction with this required block would immediately incapacitate a grid.

We are looking into other progression based mechanics, OB is actively developing a system that would allow a requirement of having a certain number of faction members to unlock a class.

Blues-Hailfire commented 2 months ago

Skiittz any and all help is always greatly appreciated!

skiittz commented 2 months ago

So. I did look into this a bit. The good news is that it does Indeed seem possible.

The bad news is that it may not really be feasible. Looks like it would involve refactoring everything to be driven by calls to myapiframework.utilities.sendmodmessage

Example (line 391): https://github.com/DraygoKorvan/SEDrag/blob/master/Core.cs

Plus this would then require what are essentially "magic strings" to trigger events between mods which. Bleh.