




Moderators: winston, another_commander
I think that misses the point. What Slomoe was suggesting, I believe, is that it should be more rewarding for a player to salvage a ship's cargo neatly than it is to blow up the ship to extract the cargo. Otherwise there is little incentive; why not just laser the ship and scoop the flotsam if the reward is the same?Commander McLane wrote:Oolite's normal limit on cargo is respected. Whenever a ship jettisons cargo or is blown up, the game engine creates only around 10% as much cargopods as the capacity of the ship, with an absolute maximum of 15 cargopods. Plundering a derelict should not allow you to break this rule.
Yeah, that's the fun way!Wildeblood wrote:...why not just laser the ship and scoop the flotsam...?
Slomoe was quite explicit, I think: You don't want to laser the ship because you want to sell its hull to the Dredgers.Wildeblood wrote:I think that misses the point. What Slomoe was suggesting, I believe, is that it should be more rewarding for a player to salvage a ship's cargo neatly than it is to blow up the ship to extract the cargo. Otherwise there is little incentive; why not just laser the ship and scoop the flotsam if the reward is the same?Commander McLane wrote:Oolite's normal limit on cargo is respected. Whenever a ship jettisons cargo or is blown up, the game engine creates only around 10% as much cargopods as the capacity of the ship, with an absolute maximum of 15 cargopods. Plundering a derelict should not allow you to break this rule.
Other than that my remark doesn't miss the point, but makes a point, namely that I find the idea good, but wouldn't want to see it as a circumvention of an internal Oolite mechanism in order to create a get-rich-quick scheme.slomoe wrote:When you destroy the ship there is a loss of profit so to speak, you can grab the cargo that survives the explosion and it seems to only be a small portion of what the larger ships can carry but you lose the ship(to sell as salvage)as well as a portion of the cargo. If you could "mine" these ships take their fuel , cargo (at least as much as you can hold) and then sell the ship to the salvage dredgers you could maxamize the profits.
Slomoe was quite explicit, I think: you don't want to burn 90% of the cargo.Commander McLane wrote:Slomoe was quite explicit, I think: You don't want to laser the ship because you want to sell its hull to the Dredgers.
So, is the appearance of derelict ships not part of the core game, but dependant on the Dredgers OXP? I thought if you tickled them just right ships would eject their escape capsule and become derelict without influence from the Dredgers OXP.slomoe wrote:When you destroy the ship there is a loss of profit so to speak, you can grab the cargo that survives the explosion and it seems to only be a small portion of what the larger ships can carry but you lose the ship(to sell as salvage)as well as a portion of the cargo.
You may want or not want it, it's one of the rules of the game.Wildeblood wrote:you don't want to burn 90% of the cargo.
Indeed, depending on what you mean with "appearance". Oolite itself does not spawn derelict ships. Dredgers.oxp does.Wildeblood wrote:So, is the appearance of derelict ships not part of the core game, but dependant on the Dredgers OXP?
I don't know. You'd have to ask the people who have installed Dredgers.oxp and are using it. I haven't. But I know there are players who have installed it, so obviously they feel incented.Wildeblood wrote:So, again, where is the incentive for the player to do their job for them?
Derelicts are not part of Dredgers OXP but are generally created by Oolite itself. Only, more than two Oolite versions back, those derelicts were unusable by Dredgers OXP and the oxp added some specific ones. In current Oolite the normal derelicts can be used by Dredgers OXP. In addition to the in system derelicts, the oxp adds some extra ships, selected by the general 'trader' role, and turns them into derelicts. In earlier versions I did this with the 'becomeUncontrolledThargon" command, until I was pointed to the fact that those derelicts had sometimes still pilots on board.Wildeblood wrote:So, is the appearance of derelict ships not part of the core game, but dependant on the Dredgers OXP? I thought if you tickled them just right ships would eject their escape capsule and become derelict without influence from the Dredgers OXP.
Since Oolite 1.75 this chance should be slightly higher than before. Not because there are more pods ejected, but they are ejected safer, so they have a lower change of colliding into the mother, shortly after launchMcLane wrote:There is a small random chance for this to happen every time an escape pod is spawned from a ship. From my experience I'd say that it happens in about 1 in 5 cases of a pilot ejecting. In the other 4 cases the ship blows up anyway.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
This aspect of your idea is not possible, I'm afraid. Each type of cargo that comes in a container takes up a full ton of space on your ship when scooped. Only on your next docking it is stored in your safe, and the empty containers are discarded.slomoe wrote:...I was not only hopeing to be able to get more cargo but to be able to pick the more valuable stuff (depending on what system you were in) gold, platium, and gems don't take up much spaceand some cargo is almost not worth the bother in a smaller ship (like mine cobra mk III)...
Excellent. I think you may have come up with a winner there CMcL.Commander McLane wrote:Okay, I'm going to have a look into this and come up with something. It's not going to be a get-rich-quick device, because I find balance important, but it's going to add another nice flavour to the game.
I think it has to be integrated with the Fuel Collector. That makes sense for two reasons: first, it's a similar functionality, and in the end you'll have to scoop the cargo anyway. And second, from a scripting perspective, the Fuel Collector as it is now is also triggered by proximity to a derelict ship. If we want another functionality triggered also be proximity, the two of them have to play nice with each other.
I'm thinking about modifying the Fuel Collector script. When you get close to a derelict, your ship's computer screen would pop up and give you a choice of either trying to extract cargo or to extract fuel (maybe there are other possible choices as well?). After each extraction process there is a certain chance of the derelict to blow up. So in some cases you may be able to extract all its contents (cargo first and fuel later, or vice versa). But in other cases the derelict will not survive the tampering and you only keep what you got first. I think that's fair. Even now extracting fuel can cause the derelict to blow up sometimes.
I think another PM to Frame is due.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.