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I applaud you if this a serious effort ... and will be waiting for the news you broke your own skull banging it up against the wall ....
And good luck with it.
MFG
Ketraar
I realize that I may not be talking to a general crowd that can handle black box engineering, but the existence of a mod interface implies that the game engine can be fed information and disgorge information to a center platform that will put the "game" together in different way. Terms before we start: IS means "in sector" and OOS means "out of sector." The game engine handles these two environments in fundamentally different ways to simulate such a massive universe, while providing a stimulating player environment. I plan to use the perfectly functional mechanisms of the in sector BUILD GATHER FIGHT mechanics to create a sector capture game.
I would make a mod that acts as our server and monitor the OOS transactions of our multiplayer game world. A second mod allows the players to connect their IS environments to the OOS world by reporting their IS movements as OOS NPC ship actions which the server can relay for other players.
In sector dog fighting is the most difficult part to figure out because the OOS tick rate is several seconds, and a lot can happen in several seconds of dogfighting. Once I'm deep in the project, I'll figure out if I can give the game engine multiple player io streams. There's a possibility this could lead to M3 or M6 class dogfighting with players, but don't keep your hopes up. My plan for player-on-player IS battles involves giving players a single ship with limited movement. Whereas players may freely control "drones" when they are the only player in a sector, when another player enters their sector all drone control is severed and players will be stuck on the bridge of their ships, giving movement commands to their crew. This way is a turn-based PVP strategy with real time PVE gameplay.
TL;DR: serious applications only.