How to best implement double-agent-tude?
I have an idea that I want to put in a Nova plugin. Well, technically, I don't want to do anything other than tell other plugin developers about my idea so that they can put it into their own plugins if they want, or just know that it's possible.
The only problem is, while I believe it's possible, I haven't tested it and don't know for sure, so I can't state definitively how to do it. So what I am now going to do is explain precisely what effect I want the player to experience, describe how I think it might be implementable, then ask for suggestions and opinions.
Without further ado, the scenario I envision is this:
The player (who I will hereafter refer to as, "the player",) joins a military organization wherein he or she becomes a front-line fighter tasked with performing tactical and strategic attacks on an enemy, and defending key positions therefrom. To aid him or her in this, the governing body of the military has issued the player a standard combat ship fitted with launchers adapted for high-tech ordnance, and access to as many missiles as he or she deems necessary for his or her present objective.
In short, you've got a ship with missile launchers, and missiles are free from your supply depot.
These missiles contain proprietary technology that forces not associated with the government that developed them would give premium amounts of money for. The player can follow his or her orders, performing tasks and not going AWOL, steadily moving up in the ranks, or he or she can defect. The chance to defect is not given by a mission being offered, but by selling weapons to groups not affiliated with the military of which the player is a part.
That is, you can sell your missiles to other governments for loads of cash, and have the chance to work as a double-agent.
Now, that's all well and good, but I don't know how to make it work. To keep things simple in this example, let's say there's a single type of missile that a single government's military produces and offers to its soldiers for free, and which people on a single spöb will pay a king's ransom for.
So the question is, how many outfits are necessary for that one missile, are they properly removed when the player fires the missiles in combat, how do they look in the player's ship info or pilotlog, and what other resources are needed to pull off the defection-enabling missile scenario I described?