To make scripting easy to pick up, sample scripts come with every ship, (possibly specific to each ship) or on the website/manual.
- Go-to / Plot-course
- Plots a course to a point on the navi-com.
- Automatically tries to avoid collisions using radar.
- Gives players an introduction to radar and navigation scripting
- For use with several drones. (getting your ducks in a row)
- Gives players the tools to make wing men scripts, chase routines, et cetera.
- Search for _____
- Nearby materials
- Nearby installations
- Nearby ships
- Sleep until signal ___ is received
How players actually write their scripts could be done with logic boxes, but that's not as real as actual scripting. (and it's hard to personalize your code)
But then again we can't exactly have C++ scripting, as people will take one look and get discouraged.
So a middle ground must be found, perhaps more like python or even closer to a psuedocode language.
But the more detail and options, the more code can be optimized, and the more personal the scripts will be. (Also, interesting quirks and bugs in scripts will need to be fixed, and tested)
Scripting could become quite powerful, as it allows for controlling multiple ships. If desired, a pikmin like armada of drones could be sent into battle, or in an ambush.
An idea which I love. But there must be some balancing, so scripts would have to be quite clever to get autonomous drones that do what you actually want them to do.
For every sensor or weapon, or style of attack, there has to be a countermeasure.
- Flares and chafe can be used to confuse drones or heat-seeking missiles.
- Signal jamming can be used to cut off communication to drones, leaving only COMPLETELY autonomous drones able to function.
- Send a script to hack drones
- Perhaps some drones might be programmed to only run signed scripts