Open Joeppie opened 6 years ago
Addendum: how do we clean up the wrecks when the sector is left?
Would it be necessary to remove the wrecks after a player leaves? Would it be possible to search for existing wreckage after a player leaves, and schedule a cleanup after a few days? That way a player doesn't feel the need to salvage as much as possible before leaving, for fear of losing out.
Also, does the game differentiate between generic wreckage and a player's ship that was destroyed by the pirates? Would really suck if they died there, and when they got back, their old ship is gone because the mod cleaned it up with the other wreckage.
@FlesHBoX We may instead go with the sector re-generation idea, where a process runs continually iterating through all possible sectors and if hidden sector, regenerates if it has been long enough that a player last visited it, and was previously visited. This should refresh the server. Also, it may keep the save smaller by cleaning up truly messy sectors.
Edit: sector regeneration is very difficult to accomplish without putting it in place at the time that sectors are generated. Much like has been done with the mod that now regenerates asteroids.
What should the mod do?
Generate random wrecks and perhaps add in some pirates, when visiting what are otherwise empty sectors
How can the mod do this?
It can do so quite easily, by looking at the code of the AI, and boss swoks.
How does , or should, the mod conform to the gameplay requirements outlined in https://github.com/XeroSpaceAvorion/EndlessExpanse/issues/1 ?
G1: Using the same logic as the AI/Boss swoks. G2 Vanilla scaling for wrecks/pirates, perhaps the pirates should be a bit harder. G3: A band of players should be capable of more quickly triggering the event. Also, detect if in alliance ship, if so, make the event harder, depending on amount of alliance players online?