@sklent, on 06 January 2014 - 12:18 AM, said in "Trade Captain" Plug-In Development Questions:
There's actually several issues with that. Just in case you decide you want to make your own EMP field:
1. Spobs will not fire on the player unless these conditions are true: a) player must have pissed off the government by killing enough allied ships or by completing a mission that increases your reputation with an enemy government. /> The spob must be either the same govt or allied to the govt listed in the syst ID resource. (that or spob #1, I'm not sure)
So change the govt ID of Aurora to Federation and you probably won't get fired on by the space stations, no matter how bad your rep is with the Aurorans. "shrug" go figure.
2. I wanted the space AROUND the planet to be EMP-free, but not let the player get too far out. In stock Nova, I find evading scans ridiculously easy (just keep flying in the opposite direction). An EMP field that starts at about 2,000 pixels from system center forces the player to actually have to use piloting skills to evade the patrols.
3. Spobs can't fire beams or PD weaponry
It was actually a fun challenge trying to figure this out. I KNEW I could make it work somehow, which was why I was so adamant about implementing it.
Update: I have one more supership done and ready to fight! These 2 I've done so far aren't particularly hard, but they force you to adapt and learn new tactics. Should be fun for you guys.
I'm thinking about eliminating all railguns, homing missiles, beam and long-range weapons from the Outfitter (while still allowing AI to use them.) This should make combat more challenging. Thoughts?
PS My character, Terrivel Snowden is a cool badass I hope you'll be pleased.
Ah, I see. I didn't realize you wanted to have a safe zone.
Removing weapons from purchase would be interesting. You'd have to capture a ship to get ahold of it, or to replace ammunition, which has legal and financial ramifications. Especially if you need to USE missiles to disable a ship in the first place.