Pirate Mother Ship OXP?

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Post by Captain Hesperus »

Cmdr. Maegil wrote:
Crazy insane stuff
Dammit, I was reading the new Abridged Edition. That copy is full of omissions.....:wink: I wonder what Giles would think if he knew I was writing a book of scriptue based on him.
Cmdr. Maegil wrote:
Look! Up there, is that a pink Boa?
Is it feathery? Or is it the Trading Ship Pricilla, Queen of Witchspace?

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Post by Cmdr. Maegil »

Captain Hesperus wrote:
Cmdr. Maegil wrote:
Look! Up there, is that a pink Boa?
Is it feathery? Or is it the Trading Ship Pricilla, Queen of Witchspace?
You didn't get the pun's second (or rather, first) reference... I was talking about ArcElite's infamous pink Boas - or didn't you know that "Burch Industries on Birerea will respray any Boa for free"?
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
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Post by drdenim »

Cmdr. Maegil wrote:
"Burch Industries on Birerea will respray any Boa for free"?
even in primer black?
Is there anything more enjoyable than watching a hOOpy casino collide with an open wormhole and get transported to a poor lawless system

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Post by Killer Instinct »

More likely, I think they would use captured dredgers or even souped up Hoopys.

Ah the perfect reply! Add in the whichspace therory of mine subtle as it was and we have a working idea for a Pirate Mother Ship OXP.
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PIRATE mothership

Post by Arexack_Heretic »

ahh...the pirate BigRig revisited....

Still a speck in the eye of shipdesigners. ;)
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Post by Commander McLane »

Why not a Leviathan instead of a Dredger? I mean, there has already one changed hands to Renegades. Why not another one? Or at least a copy of its design?

And the Pirate Mother Ship could start to show up after completion of Military, which has the other advantage of making sure that the player has enough kills to have the chance of surviving an encounter with it.

As for a place to make some good deals with pirates (but only if you're a criminal yourself), there are some Renegade Stations in high-TL Anarchies in the final version of Anarchies.oxp. Basically those are pirate mother-ships, they just don't move, of course.
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Post by julyy »

A pirate mother ship would not last very long. We pirates are always nervous on the trigger. This thing would be destroyed and scooped very soon.
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Post by TGHC »

julyy wrote:
A pirate mother ship would not last very long. We pirates are always nervous on the trigger. This thing would be destroyed and scooped very soon.
Not necessarily, I would expect it to have almost impenetrable defences, in the same sort of way that American aircraft carriers do.
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Post by julyy »

Best defence of mine is my rear gun. :) Why should I dock on a mothership, were I cant save the game, and have the same boring trade options as everywhere? I would destroy it and get the bounty.
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Post by Commander McLane »

Okay with me, but just your rear gun would surely not be enough to do the job.

And don't forget, it's not just the same trading options only, but there should be a couple of missions available as well.
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Post by julyy »

Theres nothing my guns couldn't do. :)
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Post by Arexack_Heretic »

I think you could apply a tradegoods 'mask' to make many goods unavailable or available cheaply and have illegal goods for sale at low prices.
Booze and luxuries should have a nice high price as pirates and their harlots alike like to squander their loot hard-earned paychecks on things that supply instant grattification.

A highly volatile market would suit best, as the available stock would depend on what has been 'scavenged'. Prices for available goods should always be fairly low, as they are from highly suspect sources.

Possibly a fence-risk can be scripted.
Triggered when you deal with a piratebarge, and checked+reset when you dock at a Galcoop mainstation. If you fail the %check, you get fined for trafficking in stolen goods.
Check may take into account player-legal-status and system-government-type.

Is there any way to querry the cargo_carried of the player_entity?

Code: Select all

/** Docked at mainstation: check whether player has taken on goods in a piratbase recently. Chances of cargomanifest check depend on system society. Severity of penaly depends on size of cargo discrepancy. Reset variable regardless of fine or not. /**
{
	"Smuggling_Stolen_Cargo" = (
		{
			conditions = ("status_string equal STATUS_DOCKED", "dockedAtMainStation_bool equals true");
			do = ( 
				{
					conditions = ("mission_fence greaterthan 0"); 
					do = (
						{
							conditions = ("systemGovernment_string equals Anarchy");
							do = ("reset: mission_fence");
							else = (
								"set: local_smugglingbust 25",
								"add: local_smugglingbust [systemGovernment_number]",
								"add: local_smugglingbust [systemEconomy_number]",
								"add: local_smugglingbust [systemTechLevel_number]",
								"subtract: local_smugglingbust [d100_number]",
									{
										conditions = (local_fencebust greaterthan 0); 
										do = ( 
											{
												conditions = ("[mission_fence] lessthan 11");
												do = ("set: local_fence_fine [legalStatus_number]", "add: local_fence_fine 10");
												conditions = ("[mission_fence] lessthan 101");
												do = ("set: local_fence_fine [legalStatus_number]", "add: local_fence_fine 100");
												conditions = ("[mission_fence] greaterthan 100");
												do = ("set: local_fence_fine [legalStatus_number]", "add: local_fence_fine 250");
											},
											"setLegalStatus: [local_fence_fine]"	); 
									};
							); 
						};
					); 
				}, 
				"reset: mission_fence");
		};
		**/ When docked at a pirate base, check cargo. Possible to cheat if cargotonnage remains equal. /**
		**/ enter piratebase: /**
		{
			conditions = ("local_goods equal UNDEFINED", "status_string equal STATUS_DOCKED", "dockedStationName_string equal piratebase");
			do = ("set: local_goods [i][cargo_carried][/i]");
		};
		**/ leave piratebase: /**
		{
			conditions = ("status_string equal STATUS_LAUNCHING");
			do = ( 
				{
					conditions = ("local_goods equal UNDEFINED"); **/ Only defined if a piratebase /**
					do =(); 
					else = ("subtract: local_goods [[i]cargo_carried[/i]]", 
						{
					 		conditions = ("local_goods lessthan 0"); 
					 		do = (
						 		{
							 		conditions = ("mission_fence equal UNDEFINED");
									do = ("set: mission_fence [local_goods]");
									else = ("add: mission_fence [local_goods]");
					 			},
					 			"reset: local_goods"
					 		);
						}; 
					);
				};
			);
		}
	);
};
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Post by Phrostbyte »

A pirate carrier should look like an enourmous jolly roger, a grinning skull spitting pirate ships from a docking bay in its mouth, twin plasma turrets in its glowing eyes, and a pair of thrusters behind each of the four knobby ends of the crossed bones. Of course, you'd have to make it say "Run, coward!" and "Beware, I hunger," like that video game.... SINISTAR. Hmmm.... (downloads Wings3D, refreshes self on tutorials).
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