distressSignal?

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Murgh
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distressSignal?

Post by Murgh »

a small request that, I hope will make sense, and be a bagatelle to implement:

in the AI, when using broadcastDistressMessage, the distressed ship will signal for help from authorities (within range), make ripples around the radar icon, and send a distress comms message from the entries in descriptions.plist..

what I would wish for is a slightly more discrete option that only triggers the first two (a basic signal-based SOS), allowing for a customized descriptions.plist distress call -that could be more relevant to the particular entity, so that an "comms-invisible" broadcastDistressSignal could work both as a more repeated reminder to absent-minded or late-arriving police, and in tandem with a custom descriptions.plist entry without flooding the comms panel.

eh. is this understandable?
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JensAyton
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Post by JensAyton »

It is.

I’d quite like the ability to send out a distress signal. Especially when police walk in on a battle, allowing you to try to bamboozle them into thinking it’s the other guy who’s a pirate, just for comedy value. ;-)
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Post by winston »

Yes, but your undoubted Fugitive status would be a dead giveaway!
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Post by JensAyton »

Oh, no. I’m never fugitive.
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Post by Murgh »

ah you guys want this for your selves. ;)
and here I was thinking of the poor traders..

that's probably up a difficulty-notch, implementing a player distress button :shock:

but police wouldn't be bamboozled after a quick comparison of the legal status value number?
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Post by aegidian »

Since the police now act on any offender-on-clean laser action they notice, this should be less of a problem to the fair traders among you.
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Post by TGHC »

aegidian wrote:
this should be less of a problem to the fair traders among you.
Now who is going to own up to that?
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Post by JensAyton »

But what about clean-on-clean action? :-)
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Post by winston »

Well, in the case of clean on clean, the player is obviously guilty!
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Post by Murgh »

true. otherwise there can be no such event.
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Post by JensAyton »

Yeah, but it makes no sense for the police to assume this.
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Post by Arexack_Heretic »

It would also make more sence if police
first give warning,
then fine,
then attack.
(when clean and being a public nuisance)

Darconian policing method does not really look at who shot first...just who was seen shooting first.
Or who complained the most/first.

Ah yeah: I want to yell for assistance too.
You could in FE2, but no one ever came to help. :( just stupid pirates spawned in uninhabited systems. :(
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Post by Rxke »

One thing I really, really hate is when a fugitive starts pleading for mercy, and you shoot them. I mean, whydo I become an offender then? Merely crying for help shouldn't change that...
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Post by Arexack_Heretic »

Having a licence to bountyhunt will solve that sort of problems...purchase from your local Guildhouse. ;)
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Post by Cmdr. Luke »

Sometimes you can be attacked by a clean ship if you attack one of their fugitive/offender freinds. Also, their status remains clean, even if you are also clean.
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