So in thinking about what our first bit of new content could be I've figured we could combine the ease of adding new solar systems (just tweak a number!) with @metouto's "Evil Empire" art assets.
With the hull restructure started by @Linus and finished by @SimonC4 we're in a good position to add some new ships and structures. And having a new faction gives some purpose to adding another solar system (rather than just more of the same).
So here's a grouped set of related tweaks/ideas - first the basics:
Lots of interesting future potential this could lead to as well, like planting turrets on a planet belonging to either empire faction, affecting the ships active in the area. Then start adding mining deposits and such that the turrets could be protecting from pirates ..
With the hull restructure started by @Linus and finished by @SimonC4 we're in a good position to add some new ships and structures. And having a new faction gives some purpose to adding another solar system (rather than just more of the same).
So here's a grouped set of related tweaks/ideas - first the basics:
- Increment the solar systems to 3
- Enhance and fix up the faction system a bit, such as correcting the typo in the "Fraction" and "FractionMan" classes + related notes There is some (fairly primitive looking?) code dealing with determining whether two ships are enemies
- Add the actual "Dark Empire" faction. Leaving it vague whether they are truly evil, more flexibility for later work
- Prepare new ships using @metouto's assets, they should probably have pretty high stats
- Make the new ships solely spawn in the third system including a space station + planet landing pads
- Get a few more assets to fill in some gaps. We need a dark empire turret of some sort, probably a dark version of the tiny imperial ship (player starting ship), and maybe a couple more advanced ideas further down. @metouto you up for that?
- At least two planets should exist in the new system, one for the dark empire and one for the pirates, complete with turrets and landing pads of the appropriate faction (hostile landing pad for dark empire planet, neutral one on the pirate planet akin to the starting system). Any extra planet(s) assign randomly to either faction present.
- Have the dark empire set as hostile to pirates and miners in the new system
- Enable the explorer AI for the dark empire so they'll have ships out patrolling for pirates
- Make a boss ships for the dark imperials. Maybe something similar to the desert boss, just more sleak in the imperial style
- Make a carrier ship for the dark imperials, a reskinned "bus" probably. For starters just have it created and fly around with a static tiny dark fighter or two and some guns
- Create a new weapon or two for the dark empire to specialize in
- Add a new standings system so the player can befriend the dark empire (and thus likely offend the normal empire)
- Gain dark empire standing by using one of the new weapons to "enslave" mining ships - make the weapon only work when shields are down and instead of destroying the target ship if it runs out of HP change the skin to a "dark miner" indicating it works for the dark empire now
- This could cause the player to lose standing with the regular empire
- Gain standing with both empires by killing pirates anywhere
- Gain standing with the normal empire by killing dark empire ships
- If you gain enough good faction with the dark empire make them friendly to the player, allowing you to land on their station and gain access to their items and ships (maybe fancier ships require higher standing)
- If you gain enough bad standing with the normal empire make them go hostile. Then killing those ships gains dark empire standing
- Change player spawning rules. Allow spawning with either empire if standing is high enough. If the player somehow antagonizes both empire allow use of the "bus" as a neutral faction spawn point
- And finally make the fighters on the dark empire carrier functional - make them launch and hunt targets, with new fighters respawning on the deck if old ones are destroyed If the player gains access to fly the carrier this would work that way too
Lots of interesting future potential this could lead to as well, like planting turrets on a planet belonging to either empire faction, affecting the ships active in the area. Then start adding mining deposits and such that the turrets could be protecting from pirates ..