
(Edited to past tense.)
Moderators: winston, another_commander
Re the ships without docking ports - Maybe half the payment on jettison, the other half on scoop? That would make things a bit fairer if something went wrong e.g. the ship dropping the cargo does so at a speed the receiving ship can't match. This could also apply to cargo shuttle payment, of course.Knotty wrote:Like the Idea of the Jettison/scoop trading, seems like something that would exist if this world was real, plus will also give a physical mechanism
Think a probability factor of being ripped off is also in order
So 2 mechanisms (suggest simplifying)?:
Small Ship to Small Ship (i.e. one ship in trade does not have a docking port): trade Agreed, jettison cargo, payment on scoop.
Big Ship to BigShip/Station (i.e both have docking ports). Trade agreed, Cargo shuttle launch from seller, payment on Dock.
Yeah, this is a great idea but must set limits too. Within scanner range is a good and also to add if you could make the bigger ships have longer range.Lone_Wolf wrote:wildeblood,
it sounds interesting but make sure to limit that option somehow to avoid abuse.
Star Trek has "Teleporter Range" iirc, if a ship is outside of that range teleporting won't work. It is up to you to discuss that and make sure that it fits your needs. It is one of those cases where you don't know until you try it, and I am not sure if it is an accident because if it was an accident like an uber accident then one of the employees would know about it, other than that, you are the one that drives it so you would know better than me. And it said that it would be fully explained and all that,
Maybe it would only work if you're within scanner range of the target ?
I'm so dumb. Just displaying a mission screen with a "Teleporting now" graphic for a few seconds would have solved that problem. How does one remove a mission screen after a timed delay without needing the player to press any keys?Wildeblood wrote:If the player is watching the market screen, they hear bells and see messages implying that cargo is moving (because it is), but the screen doesn't change, implying the OXP is broken when it isn't. Once one changes to another screen and back again one sees the updated quantities. I cannot think of any handwavium to explain why the player should not look at the market screen while the teleporter is operating.
If you check guiScreen then you must show the cover ony if market screen is displayed, in other cases a consoleMessage is enough. I think the player must press an enter to clear a missionscreen.Wildeblood wrote:displaying a mission screen with a "Teleporting now" graphic
If there is a cargo dump port on a station then probably on the center of the backside and look into the opposite direction than the dock. In this way the path of the launched cargo pods is predictable and independent from the rotation of the station. Although a bit more handwavium needed for the "see through" type oxp stations.ffutures wrote:I still greatly prefer the scoop version.
Yeah, nah. You don't need to persuade me of the absurdity of teleportation; it's what ruined Star Trek. This OXP is strictly in the realm of proving it can be done. Ars gratia artis.ffutures wrote:Another suggestion on the teleportation thing; you're talking about transferring a ton of matter from point A to B without going through the intervening space. That should use a hell of a lot of energy...
That comment started me thinking. NPCs don't have a cargo manifest and their specific cargo type is only decided at the moment they dump it. But what is stopping us from setting isCarrier on any old freighter? Then it would have a defined market and scripts would be able to see exactly what it was carrying. As long as other ships were prevented from actually docking with it, what could possibly go wrong? How would a freighter/carrier differ from an NPC freighter with manifest?Cdr_Somersby wrote:The potential that it could create for other OXPs too is wonderful to consider; imagine carrying out shady cargo transport missions with dubious smugglers to get their illicit cargos onto Galcop stations, or even pirates sitting amongst asteroid belts selling their ill-gotten wares taken from their last victims at discount prices to whatever amoral trader may be passing.