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Posted: Fri Nov 03, 2006 1:51 pm
by LittleBear
At the moment the OXP is probabley giving too much cash out for the later missions. However in the Final version, you are going to have to sell your ship in order to do mission 14 as you will only be able to complete this mission in a very small ship (He! He). I've assumed the player will probabley be in a blinged out ship by this stage. Selling (eg a Super Cobra), buying an Adder, then having to rebuy a Super Cobra once mission 14 is completed will probabley waste 200,000 Credits or so in the loss made. The high cash for Mission 13 & 14 is to sort of balance this out.

Waspdrone is a project I started work on before Assassins, but I got stuck on scripting certain things and then got involved in Assassins. Having learnt how to do certain scripting tricks, I can now go back to my paper plan for the Waspdrone missions. It is a much simpler mission pack than Assassins though. 6 missions and only a few new ships. I might throw a few new planets in though as I now know how to do this!

Posted: Fri Nov 03, 2006 3:58 pm
by TGHC
I'm going to keep some games saved so that I can play the final version of Assassins Guild, (want to see Heretics Battle station) I am presuming that any changes you have made or will make won't affect the save game.

Posted: Sat Nov 04, 2006 11:29 am
by LittleBear
No changes will effect saved games. I might knock down the money for the final three hits though. That said I think the whole OXP will give out a profit of about 500,000 Credits. A lot of cash to be sure, but then again you've had to do a lot to earn it. In my PCC with 175 tones of cargo space, I can earn 8,000 credits just on a single trade run to a safe system, so the cash earnt overall is the same as making about 60 easy trade runs. To complete Assassins you would have to have made at least 250 jumps just traveling around to make all the hits!

Posted: Mon Nov 06, 2006 12:23 pm
by MtKlima
Finished, The name Agent Wombat means something to me!

Thanks to all involved, it was a great ride. It took me 25 days of limited playing, when I began I had 5025 kills, now the total is 5526! I think that not counting kills made when having the cloaking device activated is a very smart thing. It has been so long since I had a cloaking device that I can't remember if the same is true with the original device (that ship was sold long ago.)

My Hall of Shame: (list of deaths in order)
1 Hockey Team Minder
2 Nova Device
1 Leviathan Collision (yes, I ran into the 2nd or 3rd largest ship in the galaxy)
1 Trying to Dock at Special Ops HQ
3 Oren Ishii
1 Navigation Bouy Collision (Yes, I also ran into a stationary object that is found every time you leave a station, one should not drive forward when onne is looking in the rear-view mirror)
1 ECM Hardened Missle from Anaconda (I am a greedy Pirate)
2 Triad Wasps
1 ECM Hardened Missle from Fugitive Grasssnake
1 Trying to dock at Military Base
1 Leviathan Collision (yes, I know that they are large, and will try to avoid them in the future)
1 ECM Hardened Missle from Anaconda (Still a greedy Pirate)
2 Navy Scorpians

Although these missions are over, I can assure all of you that I will still make many more stupid mistakes before I am done playing Oolite.

These missions are a great addition to the quality (and depth) of this wonderful game. I hope that they continue to amuse and inspire all players.

Posted: Mon Nov 06, 2006 12:41 pm
by LittleBear
Cheers!

I'll be posting a new version on Oosat tomorrow, could you still delete the old one and reinstall this one. This version adds some player ships and also causes some OXP ships to appear as pirates, police and traders (small chance for all) in any Galaxy, but only when the OXP is complete, so I'd like to check that this doesn't bugger things up on the Mac!

Posted: Mon Nov 06, 2006 9:20 pm
by TGHC
LittleBear wrote:
I might knock down the money for the final three hits though. That said I think the whole OXP will give out a profit of about 500,000 Credits. A lot of cash to be sure, but then again you've had to do a lot to earn it. In my PCC with 175 tones of cargo space, I can earn 8,000 credits just on a single trade run to a safe system, so the cash earnt overall is the same as making about 60 easy trade runs. To complete Assassins you would have to have made at least 250 jumps just traveling around to make all the hits!

As far as kills and credits are concerned, I've added over 1000 kills and amassed another 400,000 credits to date, I still think the rewards are too high, since I continue to trade, bounty hunt and beachcomb in between missions. Personally I would make the maximum payout about 80,000 credits and reduce the others pro rata, however as far as I'm concerned LB you now walk on water, and can do whatever you like and think best!

Now on the final stage, going after Governor Tarkin.


TGHC

Posted: Tue Nov 07, 2006 4:52 pm
by LittleBear
The new version (going up on Oosat later tonight) substantally reduces the payout for the last 4 hits. Total cash is reduced by about 300,000C.

There is a total payout for all 16 missions of 400,000C, which I think will be a profit of about 200,000 - 300,000. But that is for 16 tricky missions and most of the cash is not given out until you have a Deadly rating, so it shouldn't unbalance the game by allowing a player to get his hands on stuff earlier than he normally would!

Bear in mind TGHC you played though in a Super Cobra. Without those extra 3 energy banks you would have taken a lot more damage to your systems! An Uber Ship makes the OXP easer, but I have set the difficulty for a player, playing in a fully blinged out decent ship, such as a Cobra III, Asp, Cobra Courier etc. That said, Assassins is still taxing even in an Imperial Courier! :evil:

The kills you make is just a function of playing Oolite normally. Bear in mind to complet Assassins you need 3,000 kills just to qualify on kill count for all missions. The idea of the OXP was that it would be a feature of the Oniverse from Harmless to Deadly. If you play the OXP as a noob, then the Guild only contacts you with 16 missions all the way from Harmless to half way to Elite, so being contacted by the Guild is an occasional feature of your Commander's carrer!

Posted: Tue Nov 07, 2006 5:20 pm
by TGHC
That sounds about right, for the overall balance of rewards, it's a long journey travelling around the galaxy, there is plenty of opportunity to make money from trading, Hoopy's Casinos, and scooping etc, so by the end of the last mission you will be pretty flush anyway.

I will be starting another commander from scratch soon in something like an Asp or Mosquito Trader to start the OXP all over again, I think it will be very interesting!

Thankyou and congratulations LB this has been one hell of a ride, you've certainly thought outside the box and spent a lot of time and effort producing this. It's the first time I've thought that a readme itself is almost a work of art, let alone the OXP itself.
Congrats also to the gifted ship designers, who have produced some incredible ships with the sort of detail I would never thought I would see untill.................. Shhhhhhhhhhh Elite IV

As someone rightly said earlier, this OXP is virtually a game all by itself.

Posted: Tue Nov 07, 2006 5:32 pm
by LittleBear
:) Sorry about the length of the readme (the player's section is fairly short and can be read in 10 mins!).

The Developers Section I wrote as I was writing the OXP, in order that I could remember where everything was and the variables I was using, but should also provide a guide to pulling off some new tricks. As a player I'd really look foraward to Dr Space and some of the other new members, who've already put togother some great OXPs clubbing together for a Mega Mission pack!

If you havn't heard of Agent Wombat yet, your not quite at the end...

Posted: Tue Nov 07, 2006 10:17 pm
by Davemak
TGHC wrote:
Spoiler!!!

You'll find him eventually near the ("station") click and drag your mouse between the brackets.

It's a busy place and may take several tries to locate him.

I'm still no further along! Seen quite a few ships, the usual suspects, got quite excited several times with liners coming into play - but still no sign of this hockey team!

Posted: Tue Nov 07, 2006 11:09 pm
by LittleBear
Thats odd!

Try playing with the new version. The team should be in the space lane, pretty much in a straight line between the w/s beacon and the Main Planet (ie the normal Oolite planet not the Big Orange one!). The later marks are more difficult to find, but this one (should) be faily easy. The new version of Assassins improves the Mark's AI so he should be even easerier to find.

On leaving witchspace, just line up the Main Oolite Planet and jump / injector towards it. You should be mass-locked by the Mark before you arrive at the station.

Posted: Wed Nov 08, 2006 7:59 am
by TGHC
You have probably got there before him!

Posted: Wed Nov 08, 2006 4:34 pm
by Davemak
Used B4, jumped from Tiared to Orramoar and back and found them.
Thanks

Posted: Wed Nov 08, 2006 4:52 pm
by LittleBear
B5 is the latest (link on my post)!

You should use this one as it has some new features (and some Easter Eggs). B4 has a bug with unlocked ships and doesn't have any player ships in it. Saved Games work on all versions!

Glad to see you have retired the Team!

Posted: Wed Nov 08, 2006 6:44 pm
by Davemak
Couldnt find the team when using B1 - had b4 on the desktop waiting to install. Now have the latest - will give that a whirl later.
Thankful to get the team eventually - now to avoid the rest.