OK, got it - I have similar feelings. Probably next release will be mainly dedicated to experimenting with adding variety. I really want to make contract choosing meaningful.spara wrote:I played for a few hours and from that I feel that the payment is about right. You work you butt off and the payroll shows how little they appreciate you. On the other hand, my account kept steadily increasing. I operated from the same hermit and all the time there were at least two contracts to select from and at most I think six. I don't think the number of contracts is a problem, the similarity of them is. Mix in contracts with better pay and very strict deadlines to get more variety. Now there's no real need to select, all contracts are easily doable. And I don't mean that they all need to be harder, just more variety.
Good idea - will put this on TODO, though not for next release probably.spara wrote:* The contracts could be spiced/personalized a bit by using the in-game name generator. So in addition to the company name, there could be a contact person or email or something. Assuming there's room in the page naturally. Have you checked the contract texts in Random Hits? Maybe something could be borrowed from there.
Useful and easy - will include in next release.spara wrote:* It would be nice to browse the contracts with "next" and "previous".
Right now bounty is fixed independently of debt size. Script just calculates your unclaimed rewards against unpaid fees and if sum of fees is larger, then 50Cr bounty is added. I have been thinking of making it proportional instead, but it don't looks like oolite bounty mechanics answers this purpose. I feel that oolite bounty is more for measuring danger of criminals - it can't be paid off, but it decreases with interstellar jumps. Unfortunately, oolite do not have mechanics for small debts. It would be fun if instead of setting bounty your debt could be resold to someone like Black Monks, but their grandiosity really speaks of operating on five-digit scales.spara wrote:* What is the bounty for defaulters? Is it the size of the Forfeit penalty? If it is (and if it's not, I think it should be), then it would be nice to mention it.
Again, good idea. TODO updated, but if there is no ready-to-use tools for table-like formatting, I wouldn't be expecting to see this in next version.spara wrote:* The list page could do a bit of facelifting. Something like Parcel Delivery Contracts looks like?
EDIT:
Easy and useful - expect in next version.spara wrote:* It would also be nice to see how much minerals I am going to dispatch. Something like "Dispatch cargo (6t)".
Speaking honestly, I simply do not want to add support for tracking separate contract lists for different systems - it adds complexity to script beyond initial purpose of expansion. Speaking of lore, my head-canon justifies this with specifics of mining industry - any incompetent fool barely knowing from which end mining laser fires can buy cheap transporter and try his luck at Rock Hermit. Many of them are incapable to perform good enough not to get in debt to companies and are fleeing to the other systems for fresh start. That's why all local Mining Associations are enforcing "leave system - contracts terminated" clause - without it they would be waiting for miners who obviously will never return too often.spara wrote:* The contract should clearly say what happens, if I leave the system in the middle of the contract. And why am I not allowed to leave system? It's the deadline that counts, not where I get the minerals from. Right?