Sooooo... I just wanted to mod in better scaling for Faction fleets.
I've been messing around and I have built a fleet that blows away anything the Factions spawn with ease. In fact, it was so easy that I took a look at why... and that's when things got a little weird. It appears they're limited to a quite-small range, with a minor buff for Market Size, and there's zero scaling based on the player's power.
So, that's why, after getting to the point where I can successfully chain-battle 500K Bounties, I find zero challenge in harassing the Factions that are issuing same, which seems a little weird.
I mean, you'd expect Tritachyon to whip out a fleet of 20 Paragons and 200 other assorted things to take me out at this point in my run if I ever show up in their territory, but no, they're lucky if they field just one, with a smallish handful of weak troops that my fleet steamrolls without really noticing they're in a fight. Not that I mind, exactly; even in Vanilla, un-modded, I broke the million-credit ceiling really fast and, given how this works now, that would mean I could just crush Factions left and right if the game lets me do that in the next version.
I figured if I just attacked their fleets enough, something big would pop, but no, it's never big enough to bother with, I don't get enough Commission to break even, with a post-apocalyptic endgame fleet.
Perhaps to future-proof this:
1. In each Faction's file, give min-max values for the fleet points available to spawn PATROL_SMALL, PATROL_MEDIUM, PATROL_HEAVY, so that each Faction can get tuned (for example, we'd expect Hegemony to have bigger fleets than, say, the Independents, but right now it's entirely dependent on the Market Size).
Long, rambling version with coder-stuff:
Spoiler
Then people don't have to, say, rewrite CoreLifeCyclePlugin, etc. to implement a change to this. When I saw that I'd essentially have to write from SectorGen up (again) because of the class dependencies, etc... well.
On that note, why isn't stuff like this (dynamic events that effect the overworld) in a separated, concise EveryFramePlugin format, where it operates independently from SectorGen (which, imo, should only be used to initialize the gameworld, period)?
Now that fleets essentially exist temporarily if they're in the player's view... this seems like a non-insane idea.
It seems like modularity here, for the dynamic stuff, would be a good idea. I'm not just talking about modding it, either, although that'd certainly be beneficial; we could see dozens of behavior mods that alter, say, the Pirate fleets that come out of <faction> when <condition> etc., and they wouldn't all need to overwrite SectorGen; they could just be Plugin behavior mods, all running simultaneously to create complex mechanics.
Sorry if this got long and rambling and I know you have a lot of more-important stuff to do right now.
2. Put in a float value in settings that allows tuning of the above to scale with player's power level. 0 would be "no increase", values over 0 would be a multiplier, times the player's level, that gets added to the "patrols" of the Factions. So, for example, a value of 4 applied to a level-40 character would give the generated fleets 160 more points when generated by FleetFactoryV2. Maybe there's three scalars, so that PATROL_SMALL doesn't get too huge.
3. It's pretty obvious, after looking under the hood, that this is one of the reasons why, when I reach a certain point, the game seems to flatten out into zero-challenge. But the other thing that's happening is that economic activity is directly affected; the trade fleets are also not scaling up. So there's no endgame piracy that makes any sense, either.
Not that piracy makes sense, largely because the loot's not worth it. I get more from taking Bounties than I'll ever get sacking Atlases, which doesn't make any sense to me and I hope it gets fixed at some point so that being a pirate / privateer is at least reasonably lucrative.
4. I know that having something equivalent to Mount and Blade's Lords, where they got instant armies for free, is a little unattractive as a motif (I thought it and a few underhanded things that were stuck into the Mount and Blade economy to keep players tamed at the high end were just plain lazy game design). But there really should be some event that gets triggered where you'll be hunted down by something that can possibly kill you. I feel like Escape Velocity got this largely right, by making attacking the factions in earnest cause you to have a huge fight you were probably going to lose.