Re: Legal status plus two
Posted: Mon May 09, 2011 5:46 pm
Which leads me to think that GalCop Interceptors should be able to follow a fugitive player through his wormhole, as pirates can now do.Switeck wrote:hyperspacing away
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Which leads me to think that GalCop Interceptors should be able to follow a fugitive player through his wormhole, as pirates can now do.Switeck wrote:hyperspacing away
Nope, police forces are assigned to their respective systems and cannot leave them without specific authorizations. GalCop regulation is very clear on that, you know.El Viejo wrote:Which leads me to think that GalCop Interceptors should be able to follow a fugitive player through his wormhole, as pirates can now do.
Their colleagues of Her Imperial Majesty's Space Navy are certainly more than willing to "take care of you" there.El Viejo wrote:Damn... there goes my fiendish plan for luring some of GalCop's finest into interstellar space.
I see, well, thanks for clarification. To be honest I don’t know now why I was reading 1.75 was somehow excluded, though I blame me trying to multitask.Commander McLane wrote:I think my first parenthesis was confusing. What I wanted to say is that the behaviour outlined in the paragraph is the standard Oolite behaviour since version 1.74. (In my first post I had mistakenly written 'since 1.75'; I just wanted to correct this error.) This only means that the change was made a little earlier than I had first thought.
Bottom line: if you're running the latest version of Oolite (1.75.2) you will get the occasional bounty reduction if you help a cop, without any OXPs at all.
andCommander McLane wrote:The bounty reduction was purely randomly, with a 16% chance per kill of a criminal, and it would depend on the bounty of the ship you killed.
Alright, so…from 1.74 onwards PC helping GalCop hasEric Walch wrote:Its 20% reduction of the bounty. It seemed somehow stupid to thank a ship but do nothing in reward. . But, after the police is ready it will scan for offenders again and still will find you. Adding special code to exclude such pilots from being found in the next scan was a bit to much trouble.
You will need to learn how to dock manually anyways, even at full speed and with fuel injectors as others already suggested. There are some missions that make you a fugitive and you will have to reach the main station despite GalCop trying to rid the system of you.Tony Montana wrote:
2. ignore blood thirsty GalCops and bounty hunters, or keep killing them; forget the idea to reduce bounty on my head; also get used to docking manually
3. get an OXP that fixes all the problems with PC wanting to be an outlaw
No. A was (as in: it doesn't exist anymore) what you got with Anarchies.oxp before Oolite 1.74. B is what you get without any OXP since Oolite 1.74.Tony Montana wrote:andCommander McLane wrote:A) The bounty reduction was purely randomly, with a 16% chance per kill of a criminal, and it would depend on the bounty of the ship you killed.Alright, so…from 1.74 onwards PC helping GalCop hasEric Walch wrote:B) Its 20% reduction of the bounty. It seemed somehow stupid to thank a ship but do nothing in reward. . But, after the police is ready it will scan for offenders again and still will find you. Adding special code to exclude such pilots from being found in the next scan was a bit to much trouble.
16% chance to reduce bounty by 20%?
Interesting point of view. It never occurred to me that the world has to be organized in a way as to be 'good from a criminal point of view'. Would you subscribe to this view for RealLife™ as well?Tony Montana wrote:In any case this is not good, not good at all from criminal point of view.
What gives you the idea that 71 cr is a 'little' bounty? Look around you at the bounties typical pirates have on their heads. Few of them exceed 40 cr. With more than 50 cr you are a fugitive, and fugitives are not getting docking clearance.Tony Montana wrote:I tested how much one GalCop’s head would cost me and ended up with 71cr bounty. With such little bounty station already refuses (BTW is there a number set for this?) to give clearance for docking.
This OXP doesn't exist, and I doubt that it can be created. The docking clearance issue for instance is hard-coded. That's a programmer's way of saying: it cannot be changed through an OXP.Tony Montana wrote:3. get an OXP that fixes all the problems with PC wanting to be an outlaw
Huh? This is exactly how Oolite has always worked. The less bounty a criminal has, the longer he is ignored by the police. With a bounty of 255 and above, the criminal is guaranteed to be found in the first scan cycle. With a bounty if 1, it takes an average of 255 scan cycles to find him. (The relation is not strictly inversely, because Oolite operates with random and probabilities.)Ganelon wrote:Some of the simplest mechanisms can make for good gameplay. Maybe a simple way to deal with Galcop behaviour would be to just use reaction time.
After a player ship comes within scanner range of a Galcop viper, the time before they become hostile could be inversely proportional to the players bounty.
LOL Cool! I never knew that. Thank you.Commander McLane wrote:Huh? This is exactly how Oolite has always worked.
According to your post, in (early) Anarchies the amount reduced depends on the bounty of the ship destroyed; I thought Eric Walch (look again at how it’s written) was saying that that amount is now fixed to 20% of your bounty and assumed (doing that too often) the developers recycled your 16% chance for this to happen. If this isn't the case, what is the amount then? Bounty of the ship?Commander McLane wrote:No. A was (as in: it doesn't exist anymore) what you got with Anarchies.oxp before Oolite 1.74. B is what you get without any OXP since Oolite 1.74.
Haha. Ok, well.. yes.. in Brazil for example, oh… never mind, it’s a game.Commander McLane wrote:Interesting point of view. It never occurred to me that the world has to be organized in a way as to be 'good from a criminal point of view'. Would you subscribe to this view for RealLife™ as well?
It’s small from even beginner’s criminal point of view. I did look. Not sure how all these fugitive even survive. Most of them ain’t capable to arrive to their own kitchen unharmed, not to mention manually dock with fuel injectors on. Are there any big fish?Commander McLane wrote:What gives you the idea that 71 cr is a 'little' bounty? Look around you at the bounties typical pirates have on their heads. Few of them exceed 40 cr. With more than 50 cr you are a fugitive, and fugitives are not getting docking clearance.
At 51?Commander McLane wrote:The docking clearance issue for instance is hard-coded.
Yes, I clearly need to try that; also Illegal goods tweak and Random Hits OXPs to check what my options are.Commander McLane wrote:The closest you can currently get to it is the already-oftentimes-mentioned Anarchies OXP.
If you're just looking to trade in controlled goods, you could try installing Your Ad Here, too – the Convenience Stores it adds in at the witchpoint (in sufficiently stable systems with a population of more than 4 billion) sell everything, and it's no crime at all to buy up their narcotics and ship them to the main station. The quantities on offer can be low, but the profit margin can be enormous!Tony Montana wrote:Yes, I clearly need to try that; also Illegal goods tweak and Random Hits OXPs to check what my options are.
You're correct, except that the 16% chance wasn't recycled.Tony Montana wrote:According to your post, in (early) Anarchies the amount reduced depends on the bounty of the ship destroyed; I thought Eric Walch (look again at how it’s written) was saying that that amount is now fixed to 20% of your bounty and assumed (doing that too often) the developers recycled your 16% chance for this to happen.
{
Firearms = 1;
Narcotics = 2;
Slaves = 1;
}
Narcotics = 0.5;
doesn't give any penalty at all.