cim wrote:Disembodied wrote:They all assume that players will make frequent jumps to other systems - but it's possible that some players might hang around one place. That should increase their reputation, at least within that system.
True - and possibly very plausible behaviour for pirates. Between dockings would probably be sufficient, then.
I had a slight change of plan here. Basically, you only get credit within the same system at power-of-2 points, regardless of dockings. That should stop you getting ridiculously high rep, but means that a bounty hunting trip to an Anarchy system is likely to get you more recognised as being a bounty hunter than opportunistically shooting a couple of pirates as you go down a Communist spacelane would.
Anyway, all the player role assessment is in and seems to be working in isolation: now to fly around for a few weeks and see if it works out properly...
Next topic: contracts, couriers and assassins
One of the roles you can get is "trader-courier". This is not, on an NPC, a pirate victim role, because they aren't carrying recoverable cargo - it's all passenger cabins and parcels. So, if the player goes all out for that sort of courier duty, and doesn't do anything illegal, there's a good chance at the moment that (once they're "known" as a courier, anyway) no-one will attack them except the occasional thargoid.
So, what I'm thinking of for that is an "assassin" role. Ships generally from the faster and heavier end of the market, similar to the existing pirate-interceptor/pirate-aegis-raider classes, which hang around the witchpoint (preferring poorly-policed bottleneck systems, but potentially anywhere) until a courier appears, then start shooting at it (or hang around the aegis, hitchhike, then attack). The tougher ones might have a few escorts, too. OXP ones might even get Q-mines, but I'm not planning that for the core game...
That's easy enough to manage from an NPC perspective, but what about for the player? What I'm thinking of is extending the passenger/parcel contract system a bit - give each contract a danger level of "safe", "risky" or "very risky" (and a reported danger level and corresponding price increment which is usually, but not always, the same, and only exceptionally rarely would a "safe" contract turn out to be "very risky"). Then:
- carrying no or only safe contracts: the lightest class of assassin ship may attack anyway, if your role comes up as trader-courier, just on the off chance.
- carrying risky contracts: all assassins will attack if your role comes up as trader-courier
- carrying very risky contracts: assassins may attack anyway regardless of role, especially if you hang around them a while.
The attack would probably come with some sort of comms message - "You made a mistake helping [contract-giver-name], Commander!" - to make it clear it wasn't a normal pirate attack.
Does this seem like the right way to go about it in general, or is there a better way to keep the danger up for trader-couriers?
If you like the general idea, some further questions:
- should "reported-as-risky" contracts have a minimum reputation and/or Elite ranking before you can take them? If so, roughly what? Do we need to extend the reputation scale from -7/+7 to something bigger?
- should the riskier contracts give a bigger reputation increase? (We'd definitely have to extend the scale if so)
- what sort of price bonus would you expect for the riskier contracts?
- should there be some mechanism to surrender a contract? "I was told they were routine tax records. Have them and let me go!" (Just for parcels, or for passengers too?) Or should the player just have to fight off whatever shows up.
- should cargo contracts get the same sort of risk rating? (There's no strict need: taking cargo contracts gives use "trader" role, and the existing pirates will go for you anyway. On the other hand, it might be fun)
- should there be a way in the core game for the player to make money from hunting NPC couriers? If so, how might that work? Or does this get left for an OXP to fill in the gap?
- if the player takes on "very risky" contracts, should we add some tough assassin packs specifically for them over and above the normal populator levels?
- I'd like some hints that a contract might not be as risky as the person is claiming (in either direction): any ideas for these?