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 Post subject: Hard Eject
PostPosted: Sat Apr 14, 2018 5:39 am 
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Hard Eject

Actual version 0.4 - uploaded 14 April 2018
https://drive.google.com/open?id=1vouN0 ... jF9t4gocNb

Ejection in vanilla game is a cheat option. You are entering dangerous Anarchy low-tech system in your iron-ass Cobra and managed to fight. If you have fighter mood, you’ll fight – and maybe you’ll survive battle with your heavy crippled ship, maybe you’ll save you life in escape pod. Well, in both cases you’ll have the same problem: you have no possibility to repair your badly damaged high-tech equipment in low-tech system. But if you are lazy cheater, just rapidly press Esc-Esc before having any damage – and you’ll get the same fully packed Cobra! You’ll lose only escape pod and cargo.
Ship Repurchase (author phkb) deals with ejection cheat, but only partly. Money is not problem after dozens of milk runs. Real problem – this is not the way to restore high-tech equipment in low-tech system. Period.
My deсision is really hard.

After ejection and safe arrival onto main station in escape pod you’ll get the same ship in “clear” configuration:
All lost damageable upgrades displays on F5 screen as damaged. You may restore lost upgrades immediately if system TL allows it or later in system with adequate TL. In both cases insurance covers 50% of lost equipment price.
Galactic hyperdrive remains in inventory to prevent trap in isolated systems.
All standard lasers are removed from inventory and replaced with front pulse laser. In case of mining laser in front mount (Transporter or Bushmaster in mining scenario) you’ll get the same mining laser.
All pylon mounted items (missiles, mines, extra fuel tanks, pylon mounted galactic hyperdrive pods etc) are removed without compensation.
Extra items, gathered as awards in missions (cloaking device for example) are removed from inventory without compensation.
List of extra items, removed from inventory without compensation:

Military Jammer aka MASC'M
Military Scanner Filtering
Naval Cloaking Device
Naval Energy Unit
Shield Enhancers

All equipment with zero damage probability, such as passenger berth, remains intact. In case of MFDs this rule leads to curious effect: some MFDs indicates in F5 inventory as damaged, some remains intact. It seems logically flawed, but I think it is MFD OXP authors privileges to set rules, not mine. Maybe some MFDs are just software mods and some MFDs functionality depends on hardware such as remote sensors and controllers.
This is some inconsistency if you are using Ship Configuration (author phkb) or any similar OXP simulating equipment bay of limited capacity. Your “lost” equipment still occupies place in equipment bay. But it is simple playable decision.
Breakable Equipment processes as special case – it remains in the same state as in moment of ejection. You’ll receive new ship with damaged forward shield generator for example if it was damaged during combat. Seems illogical too, but it is simplest way to avoid additional checks. You can repair any damaged Breakable Equipment item in system of any TL immediately.
50% insurance policy is remains valid only if you have Clear legal status AND purchase ALL equipment only from certified dealers. If your legal status is NOT Clean OR you have ANY second-hand equipment purchased on Salvage Gang, you lost 50% insurance and ALL damageable equipment will be removed without compensation. Seems too severe treatment for player with adventurous mood but it is part of the game. Galcop is NOT charity non-profit organization. The main function of Galcop is to secure spacelanes. Preference for law-abiding pilots is a part of this policy.

Well, maybe you’ll fill this set of rules contradicts idea of open Ooniversum with free opportunities. I think right decision to cope it – not modify this OXP to cover any possible case, but to develop another OXP. Mutual aid fund maybe for “Brethren of the Coast” members. I have no plans to develop such OXP – it needs hard upgrade of vanilla legal system. But maybe somebody will do it. It will be good to have more diverse Ooniversum.

Compatibility issues

Hard Eject OXP is incompatible with Ship Repurchase (author phkb).
This OXP is also logically conflicting with Repair Bots (author Thargoid) and any OXP repairing damaged equipment in flight.

To do:

I like smart idea realized in Ship Repurchase to provide chance to survive ejection in interstellar space. I think to implement similar idea with some tweaks in future update of Hard Eject.

Credits

It was very helpful to study Ship Configuration (author phkb). Reading this code I was provided with idea how to process generic equipment without predetermined fixed array. Thanks, phkb!


Last edited by stranger on Sat Apr 14, 2018 3:00 pm, edited 1 time in total.

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 Post subject: Re: Hard Eject
PostPosted: Sat Apr 14, 2018 7:11 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
Thanks, phkb!
:D

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 Post subject: Re: Hard Eject
PostPosted: Sat Apr 14, 2018 12:08 pm 
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Sharp Shooter Spam Assassin
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Joined: Sat Jul 04, 2009 9:31 pm
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Quote:
You’ll lose only escape pod and cargo.
And time!

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The fate of all mankind, I see, is in the hands of fools


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 Post subject: Re: Hard Eject
PostPosted: Sat Apr 14, 2018 3:02 pm 
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Joined: Thu Apr 05, 2018 5:31 am
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Location: Vladivostok, Russia
Quote:
Quote:
You’ll lose only escape pod and cargo.
And time!
Of course!


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