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Originally posted by Starkiller:
**Generally, though, a përs is found in a Government's system, or anywhere. I suppose that can be easlity edited, though.
**
Imagine, for a moment, you are playing the mythical EVMP. I imagine that if a player is not on line, or if their connection is suddenly dropped, their ship would behave as a pers. Now the last recorded location of the player is the system of the last spob landed on. It makes a great deal of sense to me for other players to only see that player/pers in the system they were last in.
Of course, PersMaker isn't EVMP, but I'm using a model that this web board has provided: Many different people send messages to one another, but are rarely on the board at the same time. It's a shared space, but not shared time. I'm thinking of PersMaker like that. Multiple pilots share the same universe, but can not be active in it at the same time.
In theory, I could include routines that read what missionBits are set and change the bits set in EVOs active pilot file, but the standard EVO universe missions aren't setup for something like this. Imagine you have a brand new pilot file (never completed a mission) and you use PersMaker to make a plugin that has a bunch of advanced pilots. Since at least one of those pilots must have completed some missions, the results would show up in your game. Very cool when it comes to visBits, but not so cool when you are offered missions that are in the middle or end of a story line, even though you didn't do the things the story line thinks you did.
I could include some code that would allow for a choice for pers location: the pers' can either be in system that the pilot last landed in, appear in the systems of the government that likes them most, or randomly choose between the two. Convince me that it'd be worth it.
On a somewhat related note, I've gotten the subroutines necessary to set a system's govt working. If the pilot has conquored all the inhabited spobs in a syst, the system is owned by them. If, however, they have not dominated all of the inhabited spobs, a new govt called "Contested" is generated and the syst is set to that value. I'll upload the new one tomorrow.
I'm looking for feedback on how to determine who owns a spob if multiple pilots have conquored it. I have two ideas. The first is that the pilot that most recently conquored the spob owns it. Simple, but it doesn't really seem fair. The other idea is if there are pilots who should be enemies (based on the ally and enemy values calculated) these pilots are narrowed down to the four most recent conquorers of the spob in question. Their pers numbers are thrown into the alwaysPers value for that system and the spob govt is set to equal the "Contested" govt. That way, when ever you go into that system you can see pers' kicking each other around the screen.
I think I just like the idea of seeing auto generated pers' kick one another around. If I could guarantee more than 4 pers' in a syst, I'd stick as many as possible in 1 system for a battle royale.
Thoughts?
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-STH
(This message has been edited by seant (edited 09-27-2001).)