Posted February 11, 2022 by Commodore Shawn
I wrapped up the cargo scanning feature as mentioned last week, and expanded upon contraband and smuggling. There are now AI smugglers attempting to carry glitterweed from the pirate bases to the non pirate bases. They can get scanned and destroyed by security as well. Additionally a basic ability to talk to subs was added. You can now ask subs what task they're doing, and demand they drop their cargo (if they have any) if you fancy turning pirate. The relative combat strength of your subs will determine if the AI subs accede to your demand, and in either case piracy attempts will be logged as a crime. If you successfully bully a trader into dropping their cargo nearby security forces may become aggressive as well and attack you. This ties into the previously added "temporary aggression" system, and can be cleared by just hiding until they forget about you.
I gave some thought as to what to do next, and I think it's finally time to stop playing with prototypes and move on to the real deal. The first step was world generation. Above you can see an exaggerated relief map of the world, colored by biome. My plan is to have the whole of the world playable, with generous options for time compression. By my calculations, a typical submarine would take 37 hours to circumnavigate that world at 1x speed.
I may end up having to adjust the scale, depending on how distances work out, but for now the world size is set at 800km radius.
With the "high level" world generation done, the next step is putting the player into it. That way I can get a feel for distances before spending a lot of time placing stations. A major part of this will be creating and destroying patches of the world immediately around the player, in a seamless manner. The setting helps this, as view distances underwater are naturally very limited.