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Re: [WIP] graffiti asteroids
Posted: Sun Jul 03, 2011 1:33 pm
by Fatleaf
Disembodied wrote: But if pirates can't trust dropped cargo, then they're more likely to just split a merchantman open and scoop what falls out, rather than risk picking up a booby trap.
And what if the merchantmen carry a booby trap in their hold which is designed to survive the destruction of the ship. The pirates are back to square one. If it drops it, it could be a bomb. If it cracks the ship open, still could be a bomb!
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Sun Jul 03, 2011 3:21 pm
by CommonSenseOTB
Cost is the main thing that prevents most merchant ships from deploying cargo container boobytraps. Make the cost 300 to 500 credits and have a script that replaces 1 in 500 cargo containers with a booby trap as they are spawned. Case closed. Just needs to be written.
On a side thought, GalCop would have a serious problem with boobytraps disguised as shipping containers as it would scare pilots away from picking them up. GalCop is about free commerce. This goes against it. The boobytrap would only be allowed to be sold if it had a means of distinguishing the legal status of the picker. If the picker was offender or worse it would go boom. Script 5% to missfire and just say"Boom!!!".
If the picker was clean it would deactivate and if the picker had a free missile slot it would be installed and if no free slot then a simple fix like making it a radioactives container and a more realistic fix will have a mission screen when you dock with a 100 credit bounty for cleaning the spaceway of a boobytrap that you thought was a radioactives container. If it becomes a radioactives container when you scoop it then you can also eject a radioactives container and as long as you have a radioactives container still onboard the script would still reward you with a bounty mission screen.
A clean pilot might not throw away a radioactives container with this oxp installed.
I think the overall idea of a standard shipping container boobytrap has possibilities.
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Sun Jul 03, 2011 3:27 pm
by Thargoid
People always complain about the less nice pods though. I mean look at the response I get sometimes for the ones in Pods.oxp (one or two of which could partly fill the described role).
That said the decoy is an interesting idea, I might have a play with that for Armoury.
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Sun Jul 03, 2011 4:37 pm
by Disembodied
CommonSenseOTB wrote:Cost is the main thing that prevents most merchant ships from deploying cargo container boobytraps. Make the cost 300 to 500 credits and have a script that replaces 1 in 500 cargo containers with a booby trap as they are spawned. Case closed. Just needs to be written.
I don't know why anyone would buy one, though. It's a lot of money to spend, for the offchance that you might destroy some of one group of pirates. What if you dump the thing, and they ignore it? Or one of them goes for it and the rest stay on your tail? For 300Cr you'd be better off with a hardhead.
It's an entertaining idea but I'm not sure it has any practical implications. Plus if you make it deployable by NPCs you introduce a bang-you're-dead element to the game, where if the player isn't Clean, and they get unlucky on a dice roll, they die.
Personally, I think a distress beacon would have more in-game application: something that summons any unengaged police, navy and bounty-hunters within 100K, say. It would be free to fit but using it would cost you something like 100Cr for every ship that responds until you turn it off (by re-scooping it) or it goes dead (say, after 5 minutes).
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Tue Jan 17, 2012 3:50 pm
by Potential Debris
OK, thread necromancy, but I can't believe I never ran into this oxp before. Brilliant! Back on topic...
How about a "Tigers Tigers Tigers!" tag? With (if the appropiate OXP is installed) a high chance of encountering a tigers gang near the 'roid?
Also, it seems to me boyracer.oxp could tie into tagging as well.
Or how about memorial grafitti? Crudely laser-burned messages commemorating lost pilots.
Even better, threats/ warnings to the player from their randomhits enemies.
Political messages (which will be targetted and destroyed by system vessels in communist or dictatorship systems)
Event-appropriate graffiti in systems affected by BlOOmberg price fluctuations.
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Tue Jan 17, 2012 9:23 pm
by maik
I managed to miss it, too but just added it to the [wiki]OXP List[/wiki].
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Wed Jan 18, 2012 2:12 am
by RyanHoots
If there's going to be a second version, here's a more graffiti-ish one from me...
http://oolite.ryanhoots.com/rh-asteroid.png
Potential Debris wrote:OK, thread necromancy, but I can't believe I never ran into this oxp before. Brilliant! Back on topic...
How about a "Tigers Tigers Tigers!" tag? With (if the appropiate OXP is installed) a high chance of encountering a tigers gang near the 'roid?
Also, it seems to me boyracer.oxp could tie into tagging as well.
Or how about memorial grafitti? Crudely laser-burned messages commemorating lost pilots.
Even better, threats/ warnings to the player from their randomhits enemies.
Political messages (which will be targetted and destroyed by system vessels in communist or dictatorship systems)
Event-appropriate graffiti in systems affected by BlOOmberg price fluctuations.
That would be hard to do... it would require a texture for everything... and if random hits are random generated, it's impossible to create textures for it... but the BIOOmberg events could be doable... same with political messages and memorial graffiti.
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Fri Apr 27, 2012 11:36 am
by SandJ
If you want some really special textures for asteroids, try the images in this link, especially 7 and 11:
http://www.telegraph.co.uk/news/picture ... -Leis.html
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Fri May 18, 2012 7:31 am
by Tricky
Potential Debris wrote:
How about a "Tigers Tigers Tigers!" tag? With (if the appropiate OXP is installed) a high chance of encountering a tigers gang near the 'roid?
Or animated badgers jumping up and down
This is the future after all. Animated graffiti must have been invented.
On a different note I have this in my log file...
Code: Select all
07:27:09.374 [shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: staer9_asteroid_1, staer9_asteroid_2, staer9_asteroid_3, staer9_asteroid_4, staer9_asteroid_5, staer9_asteroid_6
It seems the templates aren't available/coded in.
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Fri May 18, 2012 10:26 am
by Staer9
Tricky wrote:On a different note I have this in my log file...
Code: Select all
07:27:09.374 [shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: staer9_asteroid_1, staer9_asteroid_2, staer9_asteroid_3, staer9_asteroid_4, staer9_asteroid_5, staer9_asteroid_6
It seems the templates aren't available/coded in.
may I suggest re-downloading it?
Those templates are definately there.
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Fri May 18, 2012 11:12 am
by Tricky
This is the link I am using, from the first post and also from the Wiki page -
Graffiti_Asteroids.
http://www.box.net/shared/x74yjshz4jje06krkyar
Just re-downloaded and it still gives the same error.
Is there another link I missed?
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Fri May 18, 2012 11:27 am
by Staer9
No, you didn't miss another link, it is in fact an error in the code.
I just checked and it turns out that I left a bit of shipdata from the iceteroids oxp that was unessecary (but that would throw up no errors if both were installed.)
Sorry for the inconveiniece.
I've uploaded the latest version to box, just use the same link as before (the one above should work)
Re: [RELEASE] graffiti asteroids, post your tag here
Posted: Fri May 18, 2012 5:55 pm
by Tricky
Staer9 wrote:
No, you didn't miss another link, it is in fact an error in the code.
I just checked and it turns out that I left a bit of shipdata from the iceteroids oxp that was unessecary (but that would throw up no errors if both were installed.)
Sorry for the inconveiniece.
I've uploaded the latest version to box, just use the same link as before (the one above should work)
Sorry, had to go out to work. I now have no warnings or errors in the logfile.
Good job I hadn't got around to installing Ice-asteroids OXP.
I love your work (and other contributors), it all adds to a more realistic Ooniverse IMO. The more variety, the better.
Thank you.