I sat down and made a utility that reads a pilot file and makes an EVO plugin with a new pers that has characteristics that the pilot file had. It places the pers in the system the player last landed in, gives them the same ship class, calculates which govt they are affiliated with, etc, etc. There are two major problems though: coward rating and weapons.
Both require a lot of calculation. Especially what weapons to carry. An actuall person might have their ship really jazzed up: ditched all the standard weapons and have 8 or so different weapons. The pers slot allows for only 4 weapons (in addition to what the shipClass has standard). So, if the pilot file says the player has more than 4 weapons, how should the program calculate which weapons to pick?
I thought of 6 criteria that would determine how good a weapon is: reload(short=better), count(longer=better), speed(faster=better), damage(higher=better), inaccuracy(lower=better), and guidance. A guidance of type 99 trumps everything an means that weapon is chose for inclusion.
Now, all that is fine, but I'm stuck. I'm looking for advice. I'm leaning toward making averages of all the weapons for each characteristic listed above (excluding guidance), and then having average values (reloadAverage, countAverage, etc). Then just do bell curves. If weapon X carried by the pilot is way above average, include it. I dunno. Frustrated.
Any thoughts?
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-STH