1-It might be better if the shipbounty is ignored or set to zero in lieu of the bounty on the pilots head if a ship is piloted. (maybe also add shipbounty to pilot rating)
As it is now, a ship can be destroyed after a pod has launched and you get also a bounty for the ship. Which seems odd as a piece of ceramal cannot commit crimes.
2- shooting podded pirates doen't give the bounty (IIRC), but scooping him does render you a bounty when docking at the station.
Criminals worth more alive than dead is at odds with the way ship-bounties work, which only award bounty with an affirmed kill.
Cosmetic gameplay mechanic bug : bounties and pilots
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- Arexack_Heretic
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Cosmetic gameplay mechanic bug : bounties and pilots
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Re: Cosmetic gameplay mechanic bug : bounties and pilots
Hmm... the way I see it, you get a bounty on something that can be confirmed. You blow up Naughty Ship X, you get x credits. You capture Nasty Being Y, you get y credits. You blow up an unidentified escape pod, carrying who-knows-what (passenger? hitch-hiker? ship's cook and hedgehog?), you get nothing. Apart from a few hard stares and muttered comments down at the old Space Bar, that is.Arexack_Heretic wrote:1-It might be better if the shipbounty is ignored or set to zero in lieu of the bounty on the pilots head if a ship is piloted. (maybe also add shipbounty to pilot rating)
As it is now, a ship can be destroyed after a pod has launched and you get also a bounty for the ship. Which seems odd as a piece of ceramal cannot commit crimes.
2- shooting podded pirates doen't give the bounty (IIRC), but scooping him does render you a bounty when docking at the station.
Criminals worth more alive than dead is at odds with the way ship-bounties work, which only award bounty with an affirmed kill.
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when you destroy the ship, but let the criminal go, you get full credit and bounty. silly.
But when you shoot the ship with the culprit still inside, you don't get any extra credit.
So in short, galcoop is getting soft, they want criminals to be captured alive.
logical from a game point of view, why scoop pirate pods otherwise? Tis not as if marauders pay a high ransom for them.
...it's annoying for KILL contracts. now you need to script a special pod for the kill in-flight (or disallow a pod) then script the pilot to display a message at dock in the line of "thank you very much commander for delivering this outlaw to us, although you will not be paid extra for bringing him back alive, we thank you for granting us the opportunity to torture him. Good bye and lightspeed commander."
But when you shoot the ship with the culprit still inside, you don't get any extra credit.
So in short, galcoop is getting soft, they want criminals to be captured alive.
logical from a game point of view, why scoop pirate pods otherwise? Tis not as if marauders pay a high ransom for them.
...it's annoying for KILL contracts. now you need to script a special pod for the kill in-flight (or disallow a pod) then script the pilot to display a message at dock in the line of "thank you very much commander for delivering this outlaw to us, although you will not be paid extra for bringing him back alive, we thank you for granting us the opportunity to torture him. Good bye and lightspeed commander."
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I suppose it's down to what is known with any certainty. When you blow up a ship, that's certain. The pilot may or may not survive: that's uncertain. When you scoop up an escape pod, and positively identify the occupant, that's certain. In fact, it's far more certain than just blowing up the ship: GalCop know the criminal has been taken out of circulation. When you blow up a pod, without knowing who's inside, that's uncertain.Arexack_Heretic wrote:when you destroy the ship, but let the criminal go, you get full credit and bounty. silly.
But when you shoot the ship with the culprit still inside, you don't get any extra credit.
So in short, galcoop is getting soft, they want criminals to be captured alive.
logical from a game point of view, why scoop pirate pods otherwise? Tis not as if marauders pay a high ransom for them.
...it's annoying for KILL contracts. now you need to script a special pod for the kill in-flight (or disallow a pod) then script the pilot to display a message at dock in the line of "thank you very much commander for delivering this outlaw to us, although you will not be paid extra for bringing him back alive, we thank you for granting us the opportunity to torture him. Good bye and lightspeed commander."
This type of rationalisation aside, I'm not sure what can be done. Maybe you'd need to institute some sort of "dude" system as per Escape Velocity, where named individuals have actual, specific locations within the ooniverse, tracked by the program.