I have some ideas for this.cim wrote:Parcels and passengers have that at the moment. Cargo contracts I haven't touched yet - I'm still thinking about the best way to approach them.pagroove wrote:Some time ago you mentioned a new system for the contracts (with danger levels and so on). Do you still plan to add that?
In an effort to make the entire reputation range seem larger, how about reducing the random bonus amount (that a local system currently "sees" you as) from 0 to +3 to -1 to +2, with both -1 and +2 being semi-rare. This would require a core code change and is beyond my ability atm.
I'm working on a method for cargo contracts that uses min/max price differences coupled with raised fees to avoid the player buying-for-below-current-market-cost. In-universe, it works by having 3rd parties on both ends storing the cargo and buying/selling at advantageous prices. The cargo had to be available and bought in the first place, so presumably they'd try to buy at a cheap price. I should have something to show for this within the month.
Currently this is only at the idea stage:
I have a novel workaround for large and long-distance contracts being almost a reputation loss due to time and opportunity costs -- make them into 2 half-sized contracts after you acquire them. You get paid half as much for each but each half gives 1 reputation point. If 1 reputation point decays away while doing the contract, you still come out ahead. If no reputation points are lost due to random decay while doing them, you end up boosting your reputation even quicker...but not as quick as doing multiple smaller, short-ranged contracts. It's the reward for suffering through long-range contracts in a slow freighter like an Anaconda.
I haven't worked out the actual code to do this, but it should be well within my ability to do.