Escape pods for Vipers?
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- Cody
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Escape pods for Vipers?
I came across a lone Viper trying to deal with three fugitives (Asp, Moray and Cobra III - I think), and he was in trouble, for sure. I was running dirty (only a fifteen credit bounty on my head), but I intervened, as any good citizen should. I eventually splashed all three bandits and received a thank you message (it only dropped my bounty by three credits) - then the Viper turned on me. That's cool, I was expecting it - but my ROE don't allow me to splash Vipers, except in extremis, so I was forced to evade. If I hadn't intervened, the cop would've been killed, without the option to eject. I know that I've mentioned this before, but Vipers really should have escape pods. The fact that I could then splash Vipers gently has no bearing on it - but it would be nice.
Possibly, the thank you mechanism needs adjusting somewhat too - but those poor hard-pressed cops need escape pods!
Possibly, the thank you mechanism needs adjusting somewhat too - but those poor hard-pressed cops need escape pods!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- CommRLock78
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Re: Escape pods for Vipers?
Suuurre it has no bearing. LOL. But you're right, all Galcops should have escape pods .El Viejo wrote:The fact that I could then splash Vipers gently has no bearing on it - but it would be nice.
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
- Eric Walch
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Re: Escape pods for Vipers?
The a thank you message by a viper will reduce your bounty by 20%, so its correct code wise.El Viejo wrote:(only a fifteen credit bounty on my head), ....... and received a thank you message (it only dropped my bounty by three credits) -
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Re: Escape pods for Vipers?
Agreed.. the poor bastards should have them. Or at least let them punch out with a Remlock.
Linking to an earlier suggestion/discussion for this same feature.
Linking to an earlier suggestion/discussion for this same feature.
I think EV's suggestion thatEric Walch wrote:The a thank you message by a viper will reduce your bounty by 20%, so its correct code wise.El Viejo wrote:(only a fifteen credit bounty on my head), ....... and received a thank you message (it only dropped my bounty by three credits) -
was more about, perhaps the individual cop that says 'thank you' should leave you alone afterwards, even if your bounty is still high enough to warrant attacking. The current behaviour doesn't exactly encourage bad guys to become good citizens.El Viejo wrote:Possibly, the thank you mechanism needs adjusting somewhat too
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Escape pods for Vipers?
That's a really good point. I think a lone viper who was just saved by a 'bad guy' from being splashed would be more likely to turn a blind eye - no matter the bounty. It's hard to say how more than one viper would respond - seems like attacks then would be hit and miss, depending on the current 'mob-mentality' of the group.Diziet Sma wrote:I think EV's suggestion thatwas more about, perhaps the individual cop that says 'thank you' should leave you alone afterwards, even if your bounty is still high enough to warrant attacking. The current behaviour doesn't exactly encourage bad guys to become good citizens.El Viejo wrote:Possibly, the thank you mechanism needs adjusting somewhat too
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
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Re: Escape pods for Vipers?
<nods>Diziet Sma wrote:I think EV's suggestion ... was more about, perhaps the individual cop that says 'thank you' should leave you alone afterwards, even if your bounty is still high enough to warrant attacking. The current behaviour doesn't exactly encourage bad guys to become good citizens.
In that situation, you'd have to save all of them, as I did here with this flight of four (pic taken after the dust had settled - I was running clean, that time).CommRLock78 wrote:It's hard to say how more than one viper would respond - seems like attacks then would be hit and miss, depending on the current 'mob-mentality' of the group.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Eric Walch
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Re: Escape pods for Vipers?
I think it would be no big problem to exclude theCommRLock78 wrote:I think a lone viper who was just saved by a 'bad guy' from being splashed would be more likely to turn a blind eye - no matter the bounty.
thankedShip
from being found by the AI command scanForOffenders
. That is the scanning method by bounty that the police uses.UPS-Courier & DeepSpacePirates & others at the box and some older versions
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Re: Escape pods for Vipers?
Good to hear it would be an easy fix..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Eric Walch
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Re: Escape pods for Vipers?
Added to my oolite version now. It is an easy change because the last thankedShip was already stored in an internal variable.Diziet Sma wrote:Good to hear it would be an easy fix..
For testing, I added a police and a pirate in the same location, waited till the police and pirate started fighting. Than I raised my bounty to 400!
Now I killed the pirate and got a thank you message. After this, the viper started patrolling and I followed him for several minutes. The viper should have turned to me several times without the change.
Of cause it is only working for the viper that send the message. Other vipers will still go for me. And the viper has short memory because he only can remember the last thanked ship. Now we only must discus if this is a bugfix going into 1.78 of a new feature going into 1.79.
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Re: Escape pods for Vipers?
It definitely ain't a bugfix, so it must be a new feature... cool.Eric Walch wrote:Now we only must discus if this is a bugfix going into 1.78 of a new feature going into 1.79.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Escape pods for Vipers?
I would call it a new feature. Also, I would recommend that there be a possibility (especially for high bounty players) that the Viper requests the player to leave the area immediately or it will assume its legal duties. If the player does not flee within x seconds, then the policeman will do his duty, i.e. start intercepting the player. It would seem a bit weird to me that every single police ship that I happen to assist turns a blind eye to bounties that might be in place.
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Re: Escape pods for Vipers?
Definitely - this sort of feedback is great for enhancing the feeling that there's real intelligence in the game. Something likeanother_commander wrote:I would call it a new feature. Also, I would recommend that there be a possibility (especially for high bounty players) that the Viper requests the player to leave the area immediately or it will assume its legal duties. If the player does not flee within x seconds, then the policeman will do his duty, i.e. start intercepting the player. It would seem a bit weird to me that every single police ship that I happen to assist turns a blind eye to bounties that might be in place.
[X] police thank you for your assistance - now get the hell out of my jurisdiction!
etc.Your assistance is appreciated. My scanner seems to be malfunctioning: maybe you should leave real quick before I fix it ...
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Re: Escape pods for Vipers?
I'm liking the sound of this - it would add some believability and more immersion into the game.
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- maaarcooose
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Re: Escape pods for Vipers?
Also to add to this wouldn't it be reasonable to assume that once your bounty gets REALLY high, the cops would think twice about engaging you on their own. They're supposed to be people after all and any lone human cop would probably not go after a rather hefty criminal single handed.
This of course opens up the can of worms as to the standard police are like patrol men, dealing with petty crimes, general violence and public disorder where as the major criminals would be targeted by the CID department with raids and a SWAT team coming after you.
For example say you had a really high bounty, there would be a small chance that on launching, there is a squad of police ships and/or 'SWAT' team waiting to ambush you.
This would of course be more likely to happen at a high tech level, corporate world.
It would give the police a little more depth in the game.
!m!
This of course opens up the can of worms as to the standard police are like patrol men, dealing with petty crimes, general violence and public disorder where as the major criminals would be targeted by the CID department with raids and a SWAT team coming after you.
For example say you had a really high bounty, there would be a small chance that on launching, there is a squad of police ships and/or 'SWAT' team waiting to ambush you.
This would of course be more likely to happen at a high tech level, corporate world.
It would give the police a little more depth in the game.
!m!
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Re: Escape pods for Vipers?
Cool idea, Admiral... now then, what about escape pods?another_commander wrote:I would call it a new feature. Also, I would recommend that there be a possibility (especially for high bounty players) that the Viper requests the player to leave the area immediately or it will assume its legal duties. If the player does not flee within x seconds, then the policeman will do his duty, i.e. start intercepting the player. It would seem a bit weird to me that every single police ship that I happen to assist turns a blind eye to bounties that might be in place.
The player would simply hyperspace out... unless the GalCop equivalent of the Flying Squad were able to follow.maaarcooose wrote:For example say you had a really high bounty, there would be a small chance that on launching, there is a squad of police ships and/or 'SWAT' team waiting to ambush you.
Last edited by Cody on Tue Jan 22, 2013 11:11 am, edited 1 time in total.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!