Cholmondely wrote: ↑Tue Mar 19, 2024 8:48 pm
Also, the GalCop Vipers have bags of space
True, but would GalCop Vipers get involved in what is, presumably, a local planetary matter? I thought they were more focused on policing the spacelanes, rather than dealing with planet-side criminals.
Cholmondely wrote: ↑Tue Mar 19, 2024 8:48 pm
Which country on the surface of this planet would hire a taxi-driver or some such - out of the blue! - to transport a criminal?
One that has limited resources, or complete trusts the specialised transport unit to do it's job no matter who is flying, or maybe just doesn't care that much. I take your point about reputation, though. GalCop Missions incorporates a reputation matrix, so perhaps after you've completed a few other, low-risk missions for the planetary authority, they'd be willing to take you on for prisoner transport.
Nite Owl wrote: ↑Tue Mar 19, 2024 3:02 pm
The Second Part of that self quote led me to do some research into the original Planetfall and have a rethink. In the original we have the following Landing Sites.
You missed out "Colony Domes" on moons. Counts as a city I guess.
Nite Owl wrote: ↑Tue Mar 19, 2024 3:02 pm
Following the above rethought logic then the only Deterministic Landing Sites would be Cities.
That makes sense. And even my mission requirement to allow you to meet up with a mission contact, that could easily be achieved at a non-capital city.
Nite Owl wrote: ↑Tue Mar 19, 2024 3:02 pm
Non-Deterministic Landing Site
To be clear, there will be *no* non-deterministic landing sites. In my view, a docked station you can't save at is a *broken* station.
Not sure if that adjusts your thinking at all.
There could still be factory or military landing sites, as those could be quite large in and of themselves. A leisure complex could also have a separate landing site: think Las Vegas, for the 33rd century. Farms and fields, yeah, probably not so much. Dump sites could have a unique landing spot, and some easy missions to cart garbage from a city to a dump could slot into it. This is for both the main planet and extra planets.
For moons, I think if you spawn a colony dome, there probably isn't a need for a separate leisure dome. But if you don't get a dome, a leisure dome could be possible.
For all locations, would a Seedy Space bar have its own destination? I think probably not.
So, here's my thinking based on this:
1. Merge the "Shipyard" into the "Cities" entity.
2. Spawn more city entities (maybe somewhere between 5-6 for main planets, 3-4 for extra planets).
3. Remove "Seedy Space Bars", "Farms" and "Fields".
4. On moons, only allow a leisure complex to spawn if there are no colony domes present.
Could there be multiple leisure complexes, or dumps, or factories? Maybe? I guess I could add more Library Config options to control how many of each type you can spawn!