Improve the Game Event mechanics - GenerateAbandonedShipBase

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ChrisGb
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Joined: Thu Mar 21, 2024 8:10 pm
Location: Spain

Improve the Game Event mechanics - GenerateAbandonedShipBase

Post by ChrisGb »

I noticed that while generating ships by event the only real choice to make is Race ID and Role (apart from tech level and damage)

IMPORTANT: Generate ships and bases in Storms and Anomalies often leads to their destruction before anybody can get to them if placed at game start if they are set to be damaged.
All generated items in Anomalies or Storms should be immune to their effects!!!

Anyhow, back to generating ships/bases
Currently it looks like this:

Id1: Shiphull Race Id (from Races.xml)
Id2: Tech level of ship or base
Value1: Construction level, ranges from 0 (construction begun) to 1 (complete)
Value2: Damage level, ranges from 0 (undamaged) to 1 (destroyed)
ShipRole: Escort etc

However, this yields very unprecise results if a specific type is needed/wanted for storytelling

I suggest
Id1 = same
Id2: same
Id3: 134 (Ship Hull ID) <Human Heavy Frigate> if used ShipRole and Id1 to be ignored. Ship Hull ID is a unique ID in the game and would include all stations and ships and allow for precise spawning of certain Hulls reliably.
Value 1: same
Value 2: same
ShipRole: same

Also ship generation should take into account race specific tech as it currently does not!
It only uses components from the regular tree and not the race specific better versions if available.
Example:
GenerateAbandonedShipBase
Id1: 20 (Shakturi)
Id2: Tech level 9
Role: Escort

It generates the ship with Torrent Drive instead of Wormhole Drive and no Inferno Torpedo either.
This seems counterintuitive. Race specific components should be preferred for flavor and diversity.

Just my 2 cents :D

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