Diplomacy
This month want to discuss some of the early implementations and plans in our diplomacy system. Diplomacy here referring to the systems that define and govern inter-player connections, which are naturally a key component of ANY multiplayer game.
Convoys
This is a super lightweight party system. They are intended to be a limited-time system for pilots with typically different agendas to come together for a common purpose, like bringing down a strong opponent that no one can face individually. Pilots can create a convoy and invite others to join via chat. You can leave a convoy at any moment, and if the convoy leader leaves, it disbands the whole convoy. Convoy leader just being the first pilot to extend an invite to others. Being part of a convoy carries a few benefits and restrictions.
- Default friendly status in combat: As long as you are a member of a convoy, you will always be set as “friendly” to the other pilots in convoy. You will NOT be able to target other convoy members (or be targeted) for as long as you are a part of that convoy.
- Large Map Visibility: On the expanded map, you will see the locations of fellow convoy members and their buildings within a sector. You’ll also get info on what type of building it is.



Player:Player Settings
The first set of player to player diplomacy settings now exist!

You can now define a limited set of interaction permissions for individual players. These are: Building trade, Direct player trade, Convoy requests, and combat disposition. As you might expect, a blanket “foe” setting prevents all incoming requests, denies trade, and sets you automatically hostile to each other in group combat. “Default” settings are friendly. The more antisocial of us can even choose to globally reject all incoming convoy and trade invites!
Offline Combat
Lastly, you can now set some defaults for offline combat, should you find yourself unfortunately assailed while away from your command console. This a simple yet granular settings interface to define what actions should be taken on your behalf. Your ship’s systems will attempt actions in whatever order you set; you can also deny certain actions from ever occurring automatically. This allows you to default to running away from all combat forced upon you or unleash the fury of all your cannons on a pierat who thinks you easy prey.


