Time for another progress report:
Commander McLane wrote:I am thinking along the lines of:
- GalCop offers an amnesty for all pilots willing to enlist for a special mission (something Thargoid-related, I guess). All is needed is an announcement randomly popping up at a main station (or perhaps not at main stations, but rather at the less tidy places: Salvage Gangs, Hacker Outposts, Free Trade Zones, and the like). DONE; suggestions for places to get the offer are welcome
- The script picks a system where to report at random, calculates the travel time it takes to get there, and adds between 12 and 72 hours to that in order to establish a dead line. I think that should be doable with the current JS methods. All of this is stored in mission variables. Until the deadline has passed, no other offer pops up. DONE
- In the destination system, a special station is created where you have to report (this is mainly to avoid that you have to dock at the main station and get informed on your report screen that you just licked the hangar clean or have been sent for correction, and now you're clean). DONE
- If the player arrives in the system during a certain time window before the deadline (let's say 12 or 24 hours), he will find other offenders and fugitives heading for the special station. He may decide to have a blood-fest with them instead of going for the station. DONE
- If he docks with the special station before the deadline, he gets a mission offer. DONE On docking again after finishing the mission he becomes clean.
- When the deadline arrives, regardless whether the player went for it or not, the mission variables are cleared and another offer can randomly be made.
I've always wanted to do something where the game time plays a role as a factor in the setup. This seems like an ideal opportunity.
To elaborate a little: There is a Behemoth as a mobile HQ for a Navy operation waiting in your target system. Starting from 24 hours before the deadline, a continuous stream of criminals is arriving in the system (becoming bigger as the deadline closes in), heading for the Behemoth, and docking with it. I can tell you, it's a sight to behold, all these fugitives entering the carrier! And if I kill one of them right there, the Behemoth and its escorts don't care; one fugitive more or less doesn't count.
For reason of random (I guess), but
quite fittingly, the majority of amnesty seekers were actually fugitive, not just offenders. The script spawns them through the pirate role, so it must be the random generator. But I may also raise their bounties by script anyway.
What remains to be scripted is some details to stuff the system out (special bounty hunters, perhaps some more military, amnesty seekers launching from the Behemoth and jumping out towards the mission; oh yeah, and a means to locate the Behemoth), the mission itself (but that's fairly minor; it's the Navy, so it's about Thargoid killing), and the return and award.