Just to talk a little about the database stuff.
The classic debate between modding and multiplayer. The one that quake and the half life series proved could work together.
I would love to have the ability to use mods that work well in multiplayer evironments. Say I want to take on the Rebel Hunley with my Kilo with ultracapasitors on mars that suddenly has water.. and Ice!
The best way to alllow this is to follow the example that many simulators have followed. Define ALL nonvisual aspects in a simple config file that remains under a meg and can be easily and safely sent over the connection to the other players for the session as "Custom Vessels" "Custom whatever"
I suggest XML as the choice for this. XML is very VERY easy to edit and can be used for everything from defining local weather to defining how well the fuel in the rocket launched torpedo burns.
You have a selection of quality "Base Vessels" and Base values hardwired into the core for the sake of allowing classical multiplayer oppertnities. These are obviously encryped and sealed with protection to discourage the hopefully few and far between hacking attempts.
Then you have these custom sessions that can import XML or even addon packages to simulate say a blue mars.. or a Hunley with the batteries he always wanted... Or Old Ironsides with a MK-48 launcher and 40s hydrophone equipment. A 747 that acts like a P-3.... A S-Class boat that suddenly has teeth... ETC...
Or to be more serious.. the many classes of ships and submarines that because of time and team constraints cannot be implemented in a base pack.
So to recap...
Multiplayer=Good
Modding=Good
XML=Easy modding, Easy management.
Hardcoded Earth and Vessels= Standardized engagements when wanted.
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