This is about how far you will go with the scripting system.
Sorry if that has been asked before. But I could not find it in the forums. Maybe I am just blind.
So here we go:
* How many scripts can a player run in parallel?
* Will there be a limit at all?
* Will scripts on different grids be able to communicate through some sort of wifi potentially over long distances?
* Can scripts be part of a blueprint?
* Will scripts be able to do everything that a player can?
> Can the script trigger and read everything from a module a player can
> Can a script select the blueprint for a replicator
> Can a script create new blueprints programaticaly (oh! i love fractals)
> Will there be modules to get a map of the environment
> Will there be some sort of positioning system? Space engineers has absolute coordinates. ComputerCraft gives you the distance to a wifi device and allowing the player to calculate its position.
* Will it be possible to solo the game?
> EVE has removed that possibility by limiting your capacities per player quiete severly. You can only have so and so many productions running. Players can not produce all items that are required to create ships. You always need to pay for something with credits. Like blueprints cost money. You can not get all the resources you need for a ship on your own because some are in very dangerous areas you can not go in the begining.
So I am thinking Computercraft and Factorio here. Inventing celver ways to automate stuff. No space sim I know of does this right. Space engineers does some of the above points right but never intended for real automation. So some cruical parts are missing. Like blueprint selection. Or The physics being to unpredictable to even dock a ship autoatically without it exploding sometimes.
What I want to create is something like the Xenon from the X Series. There would be different AI scripts that control different abstract levels of my fleet. At the bottom level ther would be drones that fulfill a specific task like scanning, mining, transportation, offence/defence or prouduction. At the next level there would be information AIs that provide services for the drones like gps, mapping, sharing information on drone positions, storage capacities, production outputs. At the next level there would be management AIs which use the information to shedule drones for specific jobs. For example order defencive drones to fend of an attacker, shedule logistic drones to deliver fuel or materials to other drones. At the next level there would be a strategic AI that selects sites for expansion and materials on an inter outpost level.
And then there would be an bootstraping script. This script can turn any drone it runs on into a bootstraping drone. Which contains all blueprints and scripts to recreate everything from scratch. So it would be like a virus spreading through the galaxy. And ideally you never could get rid of it entirely. If it is really good it would be a challenging opponent.
But getting there would be the actual fun part. It would probably take years to develop and fine tune all the scripts. With monumental failures along the way. But if the above is at least theoretically possible it would mean that automation will not have some frustrating limitations.
So the question is: Will a playstyle like this be actively supported? Will automation be a first class citizen in the game?