4.2 KiB
4.2 KiB
Next Steps
Immediate Backend Follow-Up
The simulation now has the beginnings of a self-sustaining bootstrap:
- ore miner
- gas miner
- station-side
gas -> fuel - constructor-led station module installation
- pad-based docking with reservation
- timed mining, spool-up, docking, and undocking
The next step is to close the remaining logistics and simulation gaps around that bootstrap.
Recommended work:
- add constructor material logistics
- allow the constructor to fetch module materials instead of assuming they are already on the target station
- add pickup / load phases and delivery priorities
- expose station installed modules and active construction to the viewer
- installed modules
- current build target
- build progress
- harden dock management
- make dock eligibility depend on dock type / ship class if needed
- surface pad occupancy in debug UI
- add stronger action timing coverage
- timed final approach / berthing if desired
- timed station-side processing queues if multiple modules run concurrently
- add recovery behavior for stranded ships
- rescue / tow / emergency refuel
- better handling after full fuel and power depletion
Economy / Logistics
The economy now has a more explicit resource chain:
- mining ore
- harvesting gas
- processing
gas -> fuel - refining ore
- spending refined goods on station growth
The next step is to make those logistics deliberate instead of bootstrap-scripted.
Recommended work:
- split logistics roles more clearly
- ore miner
- gas miner
- hauler / constructor transport
- make station build priorities responsive
- fuel chain first when reserves are low
- ore refining when fuel is stable
- docking expansion when traffic backs up
- make fuel scarcity visible in debug UI
- fuel throughput
- gas stock
- dock contention
- move away from generic node selection
- let miners prefer nearby valid nodes
- factor travel cost and dock turnaround into throughput planning
Concrete Implementation Order
- Add constructor pickup / delivery behavior for module materials.
- Expose station installed modules, dock pads, and active construction in the contracts and viewer.
- Add rescue / recovery behavior for power-starved ships.
- Add faction build priorities based on fuel, ore throughput, and dock saturation.
- Improve pirate targeting so industrial ships and docking lanes are high-value harassment targets.
- Break backend simulation responsibilities into smaller planning / faction / combat / logistics modules.
Network / Multiplayer
The repository now has a split architecture:
- apps/backend
- authoritative .NET simulation
- apps/viewer
- rendering and observer UI
GET /api/world- initial snapshot
GET /api/world/stream- incremental SSE delta stream
The next networking step is not “move the simulation into .NET.” That is already done for the active runtime.
The next steps are about scaling the transport and authority model cleanly.
Recommended work:
- add client-to-server command submission
- direct orders
- automation changes
- selection / observer commands only where useful
- add persistence
- saves
- world seeds
- reconnect support
- add player ownership / permissions
- command authority
- eventually fog of war / restricted information
- harden replication contracts
- explicit entity lifecycle events
- versioning
- reconnect / catch-up semantics
Viewer / Debugging
The viewer still works as an observer/debug client first.
Recommended work:
- keep tuning the tactical and
camera-followcamera feel - add clearer camera mode affordances in the HUD / ship rail
- show station module state and construction state
- show dock occupancy and waiting ships
- expose fuel-chain health
- gas stock
- fuel stock
- refinery / processor activity
- improve event typing for:
- dock request
- dock granted
- refuel
- construction started / completed
Interest Management
The stream is still world-wide.
Recommended work:
- add observer/view-scoped subscriptions
- send only relevant deltas per observer
- keep strategic summaries for off-screen context