Hoist the Jolly Roger

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

Post Reply
User avatar
CaptSolo
---- E L I T E ----
---- E L I T E ----
Posts: 909
Joined: Wed Feb 23, 2011 10:08 pm
Location: Preying Manta
Contact:

Hoist the Jolly Roger

Post by CaptSolo »

Aye, captain, the lookout has spotted a fat frigate flying the Dutch flag. Argh, shall we show our colors?

What? I think it would be very interesting to come across an innocent trader and her escorts when suddenly they turn pirate and attack. Could it be done?
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Hoist the Jolly Roger

Post by Cody »

Q-ships, you mean? Yes, interesting... especially if they lured victims in with bogus distress calls.
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!
User avatar
CaptSolo
---- E L I T E ----
---- E L I T E ----
Posts: 909
Joined: Wed Feb 23, 2011 10:08 pm
Location: Preying Manta
Contact:

Re: Hoist the Jolly Roger

Post by CaptSolo »

Cody wrote:
Q-ships, you mean?
Que?

I'm going to poke around the patrolAI's to see how cops tag the player ship. On the other hand, no response to my query is probably not a good sign.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Hoist the Jolly Roger

Post by Smivs »

A Q-ship was a normal-looking freighter which in fact was heavily armed. They were used during both World Wars to lure and dispatch enemy vessels, particularly submarines.
I have been thinking a bit about this idea - I like it a lot. However it would not be easy to make it convincing as effectively you would need to turn a Trader into a Pirate, and switching roles is not currently possible. There may be some workaround that could give the same impression though.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Hoist the Jolly Roger

Post by cim »

CaptSolo wrote:
Could it be done?
ship.primaryRole is writable by script, and the AI would be possible to do (though making it respond sensibly in both "pirate" and "trader" states would probably require a substantial AI file). As things stand the need to do things in Javascript as well as just in AI would probably mean you had to add your own like_ships with an appropriate role, and handle population of them manually, rather than just using a worldscript to replace the AI on some normally-added traders, but that's manageable.

It's not as easy as it should be, but it's certainly possible.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Hoist the Jolly Roger

Post by Cody »

cim wrote:
It's not as easy as it should be, but it's certainly possible.
Good... a new project for Solo is definitely on the cards then?
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!
User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6885
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Re: Hoist the Jolly Roger

Post by Disembodied »

It's possible that this is the sort of thing (like Deep Space Pirates) that could be made rather more player-centric than the rest of the game. To be honest, it's only the player that matters, here, so it could be possible to clear out a space in-system and set up an ambush for the player. That could help. So could writing the AI so they don't attack unless there's only one target visible on the scanner - the justification would be, they're protective of their (very valuable) "Clean" status and don't want any witnesses to their foul deeds. You'd probably want some sort of "Har har!" type communication from the ship once they've attacked, so the player gets a clue as to what's happened and doesn't assume it's a bug.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Hoist the Jolly Roger

Post by Cody »

Disembodied wrote:
So could writing the AI so they don't attack unless there's only one target visible on the scanner...
That's something I wanted to add to the [EliteWiki] Green Gecko, so it never attacked if there were any Vipers about - but I thought of it too late.
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!
Post Reply