EDIT: We. Fatleaf, were you on the IRC? I had discussed this with Smivs, SandJ, and PhantorGorth, among others.
I was and will be again once I get home. I have very limited bandwidth here and I have tried loading up the IRC channel but it proved to be highly frustrating.
>Fatleaf waves to all the IRC'ers <
Another thread derailment proves successful
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The St. J could have a set of ferrying or bounty missions or trade opportunities available according to the system's government and economy, and to a certain degree the tech level. Or, you could make careful note of its itinerary, ETA to various systems, and catch up later on. Maybe a set of emergency wormhole drones launched by the St. J to the player's position if it comes under attack. And if it sinks because you didn't take the route provided, it's gone. Up to the player to decide if they want to keep it alive.
Maybe after so much gametime a new one could be created, though.
Got all turned around, lost my nav connection... Where am I now?
Problem is surely for it to be realistic you'd have to pay for the travel so it would have to work out less than the price of fuel.
I'd happily routinely pay at least 50Cr. to be carried along on a 6LY jump. Possibly up to 250Cr. in some circumstances. Sure, the fuel to do the jump myself would only cost 10-15Cr. ... but then I'd be at the other end of the jump with barely any fuel for the injectors. Having a full tank when entering a dangerous system is a big advantage.
Hanging around the station aegis waiting for someone to be going that way anyway also works, and is free, but you might be waiting a while!
The St. J could also be a little bit of home to hang onto in the dark. That immersive facet of this concept could make it a new classic part of the Ooniverse.
EDIT:
cim wrote:
Having a full tank when entering a dangerous system is a big advantage.
Not to mention a friendly capship with some (maybe half-assed) escorts.
Last edited by Rese249er on Mon Jun 18, 2012 1:46 pm, edited 1 time in total.
Got all turned around, lost my nav connection... Where am I now?
I was thinking about this and thought it would be a good idea to have a miss-jump once in a wile. You are forcibly launched to protect the carrier. And to make sure you don't run off like a cowardly, yellow bellied swinebag, you find yourself with only a little fuel for the injectors but not enough to jump to the next system. Might be fun.
Ah so could you also force a ship to miss-jump whilst being docked? I understand from what Commander McLane said the carrier only jumps when you launch, but could you go from normal space to interstellar space like this as well?
cim wrote:
I'd happily routinely pay at least 50Cr. to be carried along on a 6LY jump. Possibly up to 250Cr. in some circumstances. Sure, the fuel to do the jump myself would only cost 10-15Cr. ... but then I'd be at the other end of the jump with barely any fuel for the injectors. Having a full tank when entering a dangerous system is a big advantage.
Hanging around the station aegis waiting for someone to be going that way anyway also works, and is free, but you might be waiting a while!
Agreed, I often end up in an Anarchy system without planning my route very well with little to no fuel. Makes it interesting, but if you've been on a long journey and haven't saved the game recently it can be a right pain in the backside lol!
The St. J could also be a little bit of home to hang onto in the dark. That immersive facet of this concept could make it a new classic part of the Ooniverse.
You would then have to get it added to the list for the Save_Anywhere.oxp to truly make it a home.
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I was thinking about this and thought it would be a good idea to have a miss-jump once in a wile. You are forcibly launched to protect the carrier. And to make sure you don't run off like a cowardly, yellow bellied swinebag, you find yourself with only a little fuel for the injectors but not enough to jump to the next system. Might be fun.
Ah so could you also force a ship to miss-jump whilst being docked? I understand from what Commander McLane said the carrier only jumps when you launch, but could you go from normal space to interstellar space like this as well?
Sure. The carrier is an ordinary NPC, there's nothing special about it. Therefore you can apply every single one of Oolite's JS-commands (for ships) to it. The only thing you have to keep in mind is that the command to jump to the next system, whenever you give it, is "stored"—so to speak—and only gets executed when the player hits F1.
Perhaps an ambush every jump is a bad idea. Instead, a refueling mission would show up, prompting you to launch to refuel the St. J. You could do so immediately while the St. J travels insystem to conduct trade, similar to the bigTrader role from the BigShips OXP, or you could leave the St. J there while you go about your business in that system or any nearby ones.
Also, as I mentioned earlier in the thread, some of the concepts thought up on the crew discussion thread could be implemented especially for the St. J.
Got all turned around, lost my nav connection... Where am I now?
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
If you are refering to breaking the 7 light year limit this isn't always easilly possible, well it is but only working version I've seen is the Thargoid Witchspace Drive which although is amazing I'm not sure it can be applied to other ships.
Why thankyou.. . I should say that Okti's Long Range Scanner has similar functionality and pre-dates Thargoid WitchSpace Drive, and the concept was as far as I know initially trialled by Mauiby De Fug. Switeck has several unreleased variants as-well which predate it (and it was messing with Switeck's code that got me writing it in the first place).
It can easily be extended to other ships, but not with the player docked as far as I can tell at the moment (I didn't realise the single system NPC jump with docked player worked until I tried it this morning). But there may be ways around that, but it relies on some as yet untested ideas to hide from the player what is really going on (which would be a scripted launch from the carrier and then following it through it's chained wormholes, then a scripted docking event). I have a number of half formed OXP ideas based on this concept (including a long range intragalactic taxi service - completely illegal and mainly used by crime lords to get from Anarchy to Anarchy without being spotted by the Fuzz), but need to get round to testing the trickery. Also from 1.77 it might just about be doable and again reliant on yet more untested trickery to have a player flyable carrier with a player flyable scout/fighter/shuttle/escort which the player can switch between when the scout/fighter/shuttle/escort is docked.
(including a long range intragalactic taxi service - completely illegal and mainly used by crime lords to get from Anarchy to Anarchy without being spotted by the Fuzz)
I doubt this is possible but would really open up an idea if it can be worked aroud:- Can you jump from interstellar space past the planet and emerge in interstellar space the other side of the planet? So maybe crossing the chart without entering a system and so completely hidden from prying eyes!!! An issue might be fuel but if the idea is sound then the details can be worked out.
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