Well before we argue for different positions, I;d like to hear what the peeps think are the dangers of the proposed Agent Smithing" solution that has been intended until now. What specifically are the exploits one has to be concerned with and why are these so important they would rule out Smithing as a solution?
I know if I owned an Idris, I'd be all for Smithing.
Y'know, i'd like to know that too. After considering it, im not sure i can think of any issues beyond very minor ones (see below), but nothing that should prohibit it. If they didnt take exploits into account, there'd probably be some ways to get ahead a lot faster, but any exploits i can think of right now can also be fixed fairly easily.
On the technical side, it'd really depend on how they coded their NPCs. I could see it being relatively simple to implement, but i can also see it being super complex and requiring some crazy technical wizardry.
I think the main exploit CIG was concerned about was buying a large amount of rare cargo somewhere you can get it for cheap, and then 'agent smithing' over to your buddy at the destination and selling it for lots of money. The (incredibly) obvious solution to that is just to not let you access you main character's inventory when you are smithing, and instead access the inventory of the NPC you are controlling. Implementation-wise, they might run into some issues with the way they've made inventories work, but then again, it might not.
There's probably a similar issue with letting people use their UEC when 'smithed', but it'd basically be effectively the same as wiring money from player to player, which i'm fairly certain they'll let us do. Again, if it's that big an issue, don't let us access our own UEC. On the other hand, we probably shouldn't be able to access the NPC's wallets either, since that'd cause some problems :grin:. A couple solutions would be letting us access our own money, but only letting us spend a certain amount (like 5k UEC or something) or just straight up not letting us buy anything.
Greifing might end up being an issue, with people using player-controlled NPCs as the equivalent of throwaway accounts. This one, i cant think of a catch-all solution for, but I'm sure there could be one. Maybe crimestats earned while smithed carry over? Except that causes other problems, so maybe have a fine for earning a crimestat while controlling an NPC. Less effective, but still a deterrent, eh?
Having people be able to hire dirt cheap NPCs who are really sucky and then have those NPCs controlled by people who are really good might cause balance issues, but it's similar to just flying around with your friend actually there, so it's not too big a deal, and if they're that concerned, they can make NPC stats have some effect on the player controlling them (Like, say, if this NPC has never shot a gun before, have a 25% decrease in accuracy or something. Not enough to be unplayable, but enough to be proper annoying).
There's more than likely several other issues, but i can't think of em right now. Anyone else got any ideas?