Posted: Sat Jul 24, 2010 11:50 am
Look no further than this.Arexack_Heretic wrote:* I'd have to investigate the method to retrieve systems nearby.
Look no further than this.Arexack_Heretic wrote:* I'd have to investigate the method to retrieve systems nearby.
The Vector does already something like this for special cargo-pods and escape-capsules (free/give back/sell/and other options for more experienced Commanders). Additionally the coming version has a new feature. If you want to check it out give me a pm and I'll send you a link and infos.Arexack_Heretic wrote:edit: you do realise that 'resqued' pilots are perfectly able to reach port in their escapepods, right? otherwise, A small bit of scripting could remove a tonne of slaves when you scooped an E-pod just before docking, and display a consoleMessage from the resqued pilot. IIRC legal records are erased after jumping ship, but the type of thanks you get may vary according to the rating of the resquee.
...might want to add a missionscreen, first time. What to do with the pilot? Free him/sell him/free always/always sell them. (no more screens)
I guess Phantor is assuming that a slave pod must have some minimal life support system. That would turn into machinery. Same would go for an escape pod, by the way.docwild wrote:I'm not sure I understand where the machinery comes from, am I missing something?
This is why I said "This would require changes to core Oolite to support this.". But we would not only need just the read/write, there would need to be code that makes passengers with no destination disembark at the next main station. Further, we would need code to stop you ejecting or selling that machinery until the ex-slaves disembark, otherwise they won't have anywhere to sleep/live. It might be possible to do this without core changes but I think that it would be difficult.docwild wrote:I think that would be possible if the ship.passenger property were read/write
Yes I was . I agree it would also be the same for an escape pod.Commander McLane wrote:I guess Phantor is assuming that a slave pod must have some minimal life support system. That would turn into machinery. Same would go for an escape pod, by the way.
Perhaps a workaround could be to use the special cargo option already available, and make your ex-slave passenger "special cargo". And simultanously remove the "Slave" cargo. All this is .js doable atm, no core game changes are nescessary.PhantorGorth wrote:... This is why I said "This would require changes to core Oolite to support this.". But we would not only need just the read/write, there would need to be code that makes passengers with no destination disembark at the next main station. Further, we would need code to stop you ejecting or selling that machinery until the ex-slaves disembark, otherwise they won't have anywhere to sleep/live. It might be possible to do this without core changes but I think that it would be difficult. ...
useSpecialCargo: <description of cargo>
// fills the cargo bay withthe cargo described, effectively
// disabling the use of the cargo bay until the cargo is removed.
What, something like that (and there's also the .passengers array)?docwild wrote:I think that would be possible if the ship.passenger property were read/write
That fills up the cargo bay so that won't work.Lestradae wrote:and make your ex-slave passenger "special cargo"
Yes I agree that the conversion of 1 empty slave pod is 1 tonne of machinery isn't that sensible (mostly because of the higher price issue) the but I was trying to keep the idea simple. But your idea of x0.6 rounded down works for me. The equipment would likely be the codes to open the pods that are kept with ship's captain to stop any crew member from opening them but I won't rule out the idea of a special piece of equipment.Kaks wrote:I don't quite get the concept of 1 ton - weight of one human sentient - used consumables = 1 ton... I'd do 1 ton slaves = 1 passenger + .6 of a ton, and round it down. So you don't get any salvaged machinery / alloy (In my mind, it wouldn't make much economic sense for the slavers if the value of the salvaged stuff is higher than the original ton of slaves) if you just 'convert' 1 slave, but you do get a rounded down value if you have 2 or more of those. Also, considering that those cargo pods are meant to be self contained, you'd need a specific piece of equipment to open up a slave pod without killing the cargo, something that might well cause some damage to the pod's systems hence the handy machinery => alloy conversion...
Kaks wrote:For each passenger, you do need to have a passenger berth, though.
I was aware that berths are a limitation to my original suggestion at the moment. Your simpler solution looks a closer option to my idea. It wouldn't matter to have them disembarking in a feudal system as at the Galcop main station slaves are not supposed to be legal so they can hopefully find passage to elsewhere but to factor in that idea we could have a message saying that "the freed slaves do not wish to disembark in a feudal system" and they remain on the ship unless you sell the "reduced number" of machinery or alloy. (10 freed slaves = 10 x 0.6 machinery = 6T; you sell 2T leaves 4T; 4T / 0.6 = 6.6667 freed slaves ; so you keep 6 freed slaves and 4 are put ashore.). There is nothing to stop them not wanting to disembark at other places too with this idea.Kaks wrote:If you want the easier option for freeing slaves, and indeed plan for slaves to stay in their slavers pods until the first opportunity to disembark, then you've already got a way of doing it. It just requires a bit of lateral thinking. Remove the slave pods, add the 'specal machinery' pods (ones that will shrink a bit on docking, and will show up as normal tons of machinery on the manifest screen). Then use a missionVariable to keep the number of freed slaves in. You can then have a mission info saying something along the lines of 'You have 5 freed slaves on board, kept inside their specially modified 'machinery' pods.
That makes sense.Kaks wrote:If you try to dump the 'machinery' in space, you can wait until machinery is down to the number of freed slaves, then subtract one to the number of freed slaves for each ton of machinery dumped.
I think more along the lines of "beggars can't be choosers". Also there wouldn't be owners as you purchase them on a open market. (They are your's until you sell them)docwild wrote:As a compromise between the simple and the complicated: an emancipated slave could demand passage somewhere. Freeing slaves might be a costly business. Especially if the "owner" caught up with you.