@ Arexack & Killer Wolf:
I agree that Arexack's idea
is kind of defeating the hacker purpose, however I kinda like it. So why not incorporate both?
Also I have to say that I already have finished scripting the Multipass, including
both suggestions of Killer Wolf, and I wouldn't like to sacrifice it again.
- The Multipass as it is now has a fixed base price (1000cr) and running costs according to the legal status of the player, in four steps of 500, 2000, 3500 and 5000cr. So the whole thing will cost you 1500, 3000, 4500 or 6000cr. Now what happens if you have enough money to buy the Mulitpass but not enough to finance it's operation? The connection to GalCop's central database will be termined early, leaving you with an unfinished clean-up (so still not clean) and 0cr. Like that? I enjoy it!

In both cases (successfull or unsuccessfull clean-up) you will be informed of the result on a mission screen.
- And as of now killing ships with a bounty will reduce your legal status a bit (but not much, so if you're a fugitive and help out the police against some pirates, chances are that they
still will come after you, when the job is done

). (And I have to admit that this part of the code is not foolproof and IMO cannot be made foolproof. As the changes in player's credits can only be queried once every ten-or-so seconds there is a chance that you have vaporized a couple of asteroids in-between and have been awarded 3 or 4 credits that could also have been the bounty for a minor offender, so you get your reduction reward as if you had vaporized a small pirate. But as in that case it's only a reward of 1 on your legal status I think it's negligible.)
So, Killer Wolf, again thanks for the suggestions!
- And one more thing I was contemplating earlier in this thread: The barrier between FUGITIVE and OFFENDER is breakable by hyperjumping, but barely so. If you're just above that barrier there is a 7%-chance on each hyperjump that you make it, and a 93%-chance that you won't. However you
can break it without restrictions by killing pirates.
Having said that, now back to the original issue: Why not incorporate both? Hacker Outposts only exist in higher TL Anarchies. So why not populate the lower TL Anarchies with Salvaging Gangs (modified Hermits) that sell False IDs under the premises made by Arexack? The blurb could be similar enough to that of a Multipass to fool a rookie commander, and he ends up being FUGITIVE instead of OFFENDER.
@ LittleBear: Hello and welcome to this thread! It's nice having you stepping by! (Or are you back for good? In that case I'd have some questions about why my AIs don't seem to work as I would like them to.)