The Pirate Guild changes include:
- * Full Support for LU's Export/Import routine
* All wares, ships, and stations have been updated to support LU
* Anarkis dynamic menus have been rewritten to use the LU Dynamic Menu system
* All scripts have been audited and rewritten as needed. In some cases, old logic has been updated to leverage new scripts and MSCI commands added by LU
As a Guild Member:
- * Hunt the Hunters - take down the bounty hunters out for you and your brothers
* Join Guild Raid
* Defend a PB
* Scout for Guild Invasion - plant satellite/jump beacon for a sector invasion
* Trade Slaves
* And More
- * Smuggler Hunt
* Escort Commonwealth Convoy
* Weaken Guild
* Hunt Guild Boss
* Bounty Hunt
* Plus others
I have the Pirate Guild up and running. It currently includes all the base functionality of the original system, and the Export/Import routine works well in restoring Guild assets. However: Anarkis Defense System (ADS) is not yet fully operational. Pirate Guild was designed to be playable without ADS, but some of the pirate base defense logic are pretty weak without ADS. (Patrol and defense behavior is pitiful, especially compared to LU's improved patrol job logic.)
So, PG really isn't ready to be released. Meanwhile, the Yaki Armada addon was never fully implemented and is missing quite a few basic features. I have begun the process of rewriting it and adding some of the functionality to bring it closer to parity with the Pirate Guild, but it really won't be worthwhile to release until I have finished that rewrite. For now, completing ADS is my top priority.
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Your Feedback is requested!
ADS makes a big difference in NPC defense capabilities, but I am not sure it is as valuable for the Player in LU. Most of the features ADS provides are provided by MLCC. So I am considering adjusting ADS to make it an NPC-only system. Only the Anarkis Guilds would be able to use it (and it will probably be integrated as a core requirement to the guild system). The Player would continue to use MLCC for all carrier and fleet management. What do you guys think about this? Does anyone see the full ADS really worthwhile as an alternative to MLCC?
The main differences I see between MLCC and ADS are:
- * MLCC's supply management system via Dockware Manager is superior to the ADS supply management system.
* Both MLCC and ADS provide automated defense network functionality.
* ADS allows for more manual control over automated carrier/station settings: when to launch fighter wings, ADS Radar Range, force damaged ships to retreat, how many ships to hold in reserve for defense, type of alert to send player when carrier/station threatened. MLCC just takes care of all this invisibly (and intelligently).
* MLCC provides configurable Rules of Engagement
* ADS includes Barracks for training marines
* ADS provides Repair Bays to hire mechanics for repairing carriers and docked fighters.