Help me think through a plug-in idea
Hello crazy EV people! When I retrieved my long-lost registration code a couple weeks ago, I thought I'd just play it again for an evening and be done with it. Instead, I got into it enough to remember old plug-in ideas and felt an urge to take another stab at them. So I came here...expecting a ghost town. Awesome to instead find a lot of people still chatting about the game and working on mods.
Since you are here, I figured I'd try to tap into your greater experience and knowledge of plug-in making. Much as I like my ideas, I'm sure I'm not the first to come up with them, and I'm also sure there are flaws and complications that I haven't thought of yet. So if it's been done before, point me in the right direction; if it hasn't, and it interests you enough to comment on it or discuss it, please do!
Anyway, here's the idea:
Concept: Emulate a traditional RPG item slot system. Instead of a helm slot, gloves slot, boots slot, etc, create in EV a power core slot, shield generator slot, warpdrive slot, etc.
The way I figured to do this, is to use the OnPurchase and OnSell fields to manage control bits that would represent the component slots. Use the Availability field to check those control bits, to prevent the purchase of an item if that slot is already filled. Dependencies could be established the same way (for example, shield generators can be seen but not purchased if you haven't bought a power core yet).
A ship chassis/body would hold normal values for armor, mass, free mass, and the like. But speed, acceleration, and maneuver would hold negative values. Fuel, shields, and recharging fields would be zeros. The player would then build his or her ship from the ground up - the quality of the parts would be the primary determinant of the ship's ultimate performance. Or he could buy a stock ship with most slots already filled (using the DefaultItems to add outfits) and replace things as he chooses.
Why Bother?: I've always wanted more upgrade options while keeping the same ship. For instance, I would rather that a Viper, a Lightning, and a Thunderhead have somewhat similar base values, so the player could choose a fighter that best suited them. I want upgrades to come from buying a better component for my Viper, instead of being stuck with (what seems to me anyway) the obvious choice in the current game: sell the Viper for something better. Or, to put it another way: Han Solo wouldn't sell the Millennium Falcon, he'd buy some better (probably illegal) components.
Potential Problems: For the player to have enough options to make meaningful choices as well as having expensive top-end components worth saving for, you'd potentially need a heck of a lotta outfits - I think the outfit limit of 512 is high enough to allow for this idea, but development time could be long. Furthermore, trying to balance all these outfits to achieve intended gameplay could be a real stumbling block. Also, you'd need a lot of ships: stock ships, chassis/body-only, and normal ships for the AI to use.
I'm also concerned that I'd be doing more work than I really needed to - that I could possibly get the same (or similar) results an easier way. For instance, maybe I should skip the empty chassis/body idea and instead consider all ships to come with standard factory parts. Make those fighters more equal the easy way: just change the values. :rolleyes: Upgrades could still be managed with control bits to establish exclusivity and hang on the the "item slot" idea. Of course, if you then sold an upgrade you'd magically have your factory part back without buying it. So...I dunno.
...anyway, I guess I'll stop here for now. I do have the idea fleshed out more than this, but I figure there's no point going further into it now, just to have someone say "That's been done already, here's a link." Or nobody responds, and then I feel silly for having gone to such lengths to describe an idea that's just not that interesting to anyone anyway.