Closed zrisher closed 9 years ago
This is ripe for abuse. 10 unlicensed ships for a 5 person faction is an entire fleet.
My understanding was that unlicensed ships were small, simple, and basically inferior in every way to a licensed grid wrt gameplay. A faction wouldn't bother having 10 unlicensed ships because they'd way rather have 2 licensed ones. But until they have some license blocks, it's nice they're not constrained to less ships then they have people simply because they joined a faction with more than 1 other person.
How about 1 unlicensed small ship per player, regardless of faction, but only 1 unlicensed platform/large ship per faction?
For the beta, we'll need to at least have some sort of limit for people not in factions. Currently, they can build as many as they want:
// Blocks/GridEnforcer.cs
private bool checkClassAllowed(HullClass.CLASS c) {
// QUESTION: maybe players not in factions shouldn't be able to classify?
if (m_OwningFaction == null)
return true;
Closed in favor of #26
If we're allowing a certain number of basic unlicensed grids, I think it makes most sense to distribute it per player instead of per faction. This would remove any disadvantage from being in a faction and would enable us to apply class count limits to unfactioned (solo) players more easily I.e.:
This would solve the problem in
GridEnforcer.checkClassAllowed
where we can't get the grid limit for a solo player because we don't keep a FactionFleet for them - we should keep one of these for every solo player, just treat them as a faction of 1.This would be nice to have in the beta to minimize confusion later since the limit changes would affect everyone, both those in factions and not.