I've recently had an interesting idea for a short set of missions in a plug-in, but have run into a problem. Bear with me here...
Since Nova allows for up to sixteen spöbs in any given system, after the customary planets and/or stations within a system, there's still plenty of room to work with. A plug-in maker could add in a few other items, in this case Defense Satellites.
One could then have a mission, or set of missions, involving the player trying to disable the Defense Satellites for a particular system. It could be to make a hole in an enemy's borders, or to make the way safe for "The rest of the Fleet." The player could go to a particular system with a planet-type weapon, blast the offending (er, Defending) Satellites, or such, and return to base. Or, it could be a mission to destroy a command station that directs the satellites, having a set of Set Expressions in the station's OnDestroy field, e.g:
OnDestroy: Yxxa Yxxb Yxxc, to destroy the satellites, xxa, xxb and xxc.
I think it's a good idea, but I've run into a slight problem; which brings me to the title of the topic...
Destroyed Spöbs keep shooting at you.
It dosen't matter if you have reduced the planet to a pile of asteroids, the planet's guns will keep shooting at you.
It dosen't matter if you have turned the station into a twisted heap of slag, that "Enormous Blaster Turret", "Turreted Railgun (400mm)", or, if you're really not lucky, "Polaron Massive Multi-Torp" will contunue the fight until the end of time.
To the game's engine (I'm using Nova v1.0.4), destroying a spöb can change which graphic is displayed, or change whether you can land or not. It seems to have no impact on whether or not the spöb's weapon can fire.
Maybe I'm asking a bit much, but I think that when you destroy a planet, it shouldn't keep firing at you. Did Alderan shoot at the Death Star after it got blasted?
(Waaaait, they didn't have any guns to begin with, did they...)
Comments?