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Idea: Base supplying, simplified - Printable Version

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Idea: Base supplying, simplified - Zed26 - 01-03-2015

With all the talk about "bad" activity generated by POBs (and having managed multiple bases for years), I think people on all sides of the POB debate can agree that the tedium of hauling FOW (Food, Oxygen, and Water) is a significant drain on "good" server activity - or just time to live your life. It was an interesting concept to add some flavor and realism, but the repetitive time investment fatigues everyone. Reducing this gives POB owners/suppliers more time to focus on other activities and non-owners get richer interaction than encountering a silent transport with FOW.

Therefore, I'm making a twofold proposal to reduce that. Note that this does not include repair commodities and shield fuel, as that's a different balance matter:

SRP removal of FOW consumption
Easiest because it can be done solely by Admins and eliminates the issue altogether, this can have similar requirements to a core upgrade proposal (X weeks/months of activity, demonstrated responsibility and productive roleplay). If a one-time SRP is deemed too easy, perhaps the POB owners will have to reapply after each core upgrade (another X weeks/months of activity and roleplay, additional fees, etc.).

Consolidation of FOW commodities
Trickier because it involves Dev work. All my FLHook suggestions so far have pretty much been with a preschool-level understanding, but I'll try to put down the best concrete examples I can, rather than, "Devs, here's a broad concept, make it so."

(1) Comment out sections of the base plugin files (Main.cpp + CoreModule.cpp?) referring to base_crew_food_items so they're no longer checked.

(2) Have only one base_crew_consumption_item in the base.cfg:
Code:
base_crew_consumption_item = commodity_lifesupport, 1

(3) The creation of a single "life support" commodity means players don't have to run long distances for FOW, multiple times for higher-core bases, sometimes at 3 different stations, and at wildly varying prices based on location, due to inconsistent distribution. This means suppliers only need to visit one station for all their upkeep and can even split their cargo holds between both a repair commodity and life support in one go. Suppliers who can't see the /shop aren't left guessing if FOW are in equal amounts, which can lead to crew death.

If any base owners would like to time their runs and see how much time they could save (or maybe even lose), I would appreciate it.

Add the line below at all bases that already sell repair commodities in market_commodities.ini (commodity_reinforced_alloys , commodity_robotic_hardware , and commodity_hull_segments).

Code:
MarketGood = commodity_lifesupport, 0, -1, 150, 500, 0, 1.000000

(4) As far as setting a fair price, averaging high/low prices of each, the sum comes out to about 1500, though 2000-3000 may also balance the convenience and folks who would rather see credit consumption over commodities (perhaps even increase the tick_time, but have very expensive life support supplies).

(5) Sample infocard:
Quote:LIFE SUPPORT SUPPLIES

While most planetary colonies and large space stations have the means to be self-sufficient, smaller bases depend on regularly imported supplies to sustain their crews. Shipments of life support supplies can include spare parts, tools, food rations, oxygen tanks, clean water, air scrubber cartridges, and filters for waste recycling.


Final Word
This was a simple idea I came up with in a few minutes poking around the files. Long, theoretical posts full of broad concepts for mod additions can spark a lot of discussion, but the actual implementation can be far more difficult with this old game. What may seem like a trivial addition that can just be shoehorned into the big backlog of features to us can involve building something from scratch with hundreds of lines of code and elaborate rituals to the Old Gods in order to ascertain the maddening, eldritch functions of Freelancer.

I'm far from competent at this, but I hope that puzzling over it, searching old posts, and Googling can at least help a little. I invite everyone to check out some of the plugins HERE to see what goes on underneath (though I hear there's a move to GitHub). For instance, checking the base plugin, you can find that there are the beginnings of a POB blacklist feature - it looks like one of the few things left is the actual command (search for "hostile_tag"). Perhaps another member of the community can look into it further?

I'm not saying "learn C++ or shut up", but considering the mod is being built for free on a few people's personal time, we can afford to at least appreciate the mechanics and challenges. Perhaps a new patching system can also get out more proofs of concept more frequently to spur everyone's creative processes.

tl;dr Cut down on time wasted running supplies with SRP and a new commodity + let's try to add some substance to our suggestions.


RE: Idea: Base supplying, simplified - Highland Laddie - 01-03-2015

I had suggested something similar to the Life Support commodity before. You're also forgetting Reinforced Alloys as a daily consumable.

I like the idea.


RE: Idea: Base supplying, simplified - sindroms - 01-03-2015

Imho simply remove POB supplies and have the owner submit a roleplay of his POB every month, just like the current SRP works. This way we can also remove lolpobs, which have no actual RP contribution to the server.


RE: Idea: Base supplying, simplified - Corile - 01-03-2015

As far as POB supply is concerned, I recalled now the way clanbases and clanmissions on HHC were conducted and in my honest opinion it was a lot better than what it is here.

First of all, to start a clanmission, the transport had to be six systems away from their base, had to have 250 or more cargo (mind you, the biggest transport on HHC was Train which had 500 cargo and nothing else) and had to be loaded with one of the four base supply commodities (fuel, oxygen, water, food rations, bases consumed 40 every server restart). The clanmission was started with a hook command and from there the entire server got the message that this clan started their mission blahblahblah, and this naturally made other people log and try to intercept the supply convoy.

That automatically solves a few problems. First of all, when supplying a base it would actually have to be a proper convoy, escorted, scouted and such, because pirates can and will try to intercept it. Secondly, the base placement was absolutely key here, because the clan needed to have a relatively safe route that gives as many alternate paths to the destination while being the shortest (mind you, HHC is a pvp server so there were people who had a fighter in every single system of the game).

Just throwing it out there.


RE: Idea: Base supplying, simplified - Zed26 - 01-03-2015

@Highland Laddie
You're right, I left out Reinforced Alloy/Robotic Hardware/Hull Panel to leave a little material upkeep and attention, but as a fellow base owner, of course I'd want to see them gone altogether. As for getting the life support commodity to replace repair commodities, I think that involves disabling a different section I haven't looked into. Glad other people are on the same wavelength about a single commodity.

@sindroms
I don't support solo hermit bases, passage-blockers, or silent hidden clubhouses, but the idea here is to still offer the freedom of choice and a less intimidating entry process, albeit with an incentive to eventually participate in RP. I wouldn't personally have a problem if they went SRP-only and regular OORP fees though.

@Protégé
Interesting idea with a slower consumption rate, but more intense supply process - wouldn't mind hearing more about it. Aside from the server message, how much of it was automated and how much was actively refereed by an admin, if at all? As you pointed out, there's probably some difference in player distribution, interests, and the current population.


Thanks for the feedback so far. Might edit things as it continues or start checking out that blacklist function.


RE: Idea: Base supplying, simplified - nOmnomnOm - 01-03-2015

You know what they say about a good spot to build a base?
location, location , location.
Keep in mind where you will get your supply from when you build. Always a good idea.
As for any changes now? IMO not needed.

Also lol Zed. I sense a hidden pun.


RE: Idea: Base supplying, simplified - Hudson Trading Company - 01-03-2015

I'd like to see POB commodities mined /crafted by players instead of bought at npc stations. That would create many layers of player interaction instead of mostly solo play with no interaction.

It would open up legit trading/supply bases and steady supply lines.


RE: Idea: Base supplying, simplified - nOmnomnOm - 01-03-2015

Just to point out not all bases on this server are made by one person or soloed etc. Its just annoying to keep reading off of comments of people that are ignorant of that fact and that some ppl like myself and others actually try to use the base to add to our RP and enrich player interaction and activity.


RE: Idea: Base supplying, simplified - Corile - 01-03-2015

Quote:Aside from the server message, how much of it was automated and how much was actively refereed by an admin, if at all?
Well the server message was automated as well. The transport that started the command caused the console to say that they started the clanmission. And, apart from base placement (which on HHC was completely done like normal bases, so clans had to create their own model and the bases and clanreps were added in every new version of the mod) everything was automated.

The thing about clanbases on HHC is that the commodities there aren't really needed to keep the base running... and I have no idea why. Some bases are sitting on -15k commodities, but I guess nobody really cares to remove inactive bases now since that server is pretty much rip.

This is how it looks though http://freelancerserver.de/v2/fl_clan_stats.php


RE: Idea: Base supplying, simplified - Highland Laddie - 01-03-2015

Quote:This way we can also remove lolpobs, which have no actual RP contribution to the server.

players can also do this via siege if the bases are indeed "lolpobs."