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RFC: Bounties and Galcop law

General discussion for players of Oolite.

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Re: RFC: Bounties and Galcop law

Post by Shipbuilder »

Thanks cim - That sounds like a sensible workaround.
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Re: RFC: Bounties and Galcop law

Post by Cpt »

Why do I occasionally find Thargoids with really low bounties like 11, 7 or 3?

This seems like a bug (OXP probably or trunk less likely)

May I suggest this be hard program fixed in the next version of Oolite, so that Thargoids bounties are not lower than 'X' is attached to each of the little insectoid volcano smoking, Cool Hand Luke obsessed parking meter cutlet fiends...
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Re: RFC: Bounties and Galcop law

Post by cim »

Thargoids as in the big warships, or Thargoids as in inactive Thargon drones?
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Re: RFC: Bounties and Galcop law

Post by Commander McLane »

Cpt wrote:
Why do I occasionally find Thargoids with really low bounties like 11, 7 or 3?
The most likely reason is that they're not independent warships, but escorts of other Thargoids. For instance the Thorgon Cruiser and the Thargorn Battleship are escorted by other Thargoid warships.

As a rule, escorts only get small bounties assigned by Oolite. Oolite doesn't care whether they're simple pirate ships or Thargoids.
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Re: RFC: Bounties and Galcop law

Post by Alex »

Very interesting topic, though quite a bit of the tech talk of the how and why was way above me.

My tuppence worth;

I like the idea that players bounties be reduced by time and not jumps.
A Gal jump should always clear bounty. I'm sure the local Gal admin has enough paperwork! Also great reason to travell round the Gals.

Love the idea of full on pirates, though their bounty should never be less than 100c maybe even a 1000c to keep in line with 'Random Hits', (My main income.) Their ships should be ironass at least, inline with bounty. Maybe even a little warning like "When was the last time you pressed space?" Could almost hear crazy pirate laugh with that.

Also don't see why a fugitive should have less than 100c on their head.
On my travels seeking out my mark, I often decide on wether to take out an offender or fugitive solely on what my bounty scanner says, anything less than 35c, Forget it. Though most if not all with that or above come begging me to take them out by flashing laser lights at me.
"Hope your mum has you insured" would be my answer.

Not opposed to talking a Python or larger into making a donation in a quiet time either, their escorts always seem a bit wimmpy.

Great idea the Gal cops giving disparaging message for accidental hit. Launching a missile or prolonged fireing could never be seen as accidental.

Maybe mixing bits from existing OXPs could get something going without too much fuss. (Ye heard that before in my trade!)

Anyway, still the best game ever evolved, would hate to have the core changed.
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Re: RFC: Bounties and Galcop law

Post by Tricky »

Alex wrote:
Great idea the Gal cops giving disparaging message for accidental hit. Launching a missile or prolonged fireing could never be seen as accidental.
Something that I have been building into my OXP for Jaguar Company. Uses a friend or foe system that remembers offenders even if they scurry away out of scanner range and then come back. I'm still fine tuning the message frequency because in the heat of the battle if you are using the standard HUD, the screen will be full of messages making it difficult to see what is happening.
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Re: RFC: Bounties and Galcop law

Post by Cpt »

Alex,

I like seeing your Jaguar peeps in Witchspace, although having docked with three of their pilots excapepods at the Jaguar base after a long war in witchspace I was expecting more than just a ransom from the Jaguar company... maybe this might inspire you?

*grin*

For the record I reckon escort Thargoids should have the minimum bounty level of a Thargoid and not just a nominal one that a pirate would get!
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Re: RFC: Bounties and Galcop law

Post by Tricky »

Cpt wrote:
Alex,

I like seeing your Jaguar peeps in Witchspace, although having docked with three of their pilots excapepods at the Jaguar base after a long war in witchspace I was expecting more than just a ransom from the Jaguar company... maybe this might inspire you?

*grin*

For the record I reckon escort Thargoids should have the minimum bounty level of a Thargoid and not just a nominal one that a pirate would get!
Alex???

"Jaguar peeps" are mine. As for ransom, it is insurance that is paid.

As for docking with the Jaguar escape pods, that is actually a good case for being tagged as a helper. Hmm...
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Re: RFC: Bounties and Galcop law

Post by Cpt »

Opps sorry Tricky! you had quoted Alex and I had meant you, not whom you quoted... my mistake.

It would be nice to be so acknowledged with such a tag...
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Re: RFC: Bounties and Galcop law

Post by Switeck »

Cpt wrote:
I like seeing your Jaguar peeps in Witchspace, although having docked with three of their pilots excapepods at the Jaguar base after a long war in witchspace I was expecting more than just a ransom from the Jaguar company... maybe this might inspire you?
Oolite's misjumps dump you out of witchspace somewhere between star systems, thus "at" interstellar space rather than witchspace.
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Re: RFC: Bounties and Galcop law

Post by Cpt »

Switeck wrote:
Cpt wrote:
I like seeing your Jaguar peeps in Witchspace, although having docked with three of their pilots excapepods at the Jaguar base after a long war in witchspace I was expecting more than just a ransom from the Jaguar company... maybe this might inspire you?
Oolite's misjumps dump you out of witchspace somewhere between star systems, thus "at" interstellar space rather than witchspace.
I understand that in the game your position is correct but without any background stars visible in any direction it doesn't feel to me so much like interstellar space...

In the absence of light only darkness remains...
Last edited by Cpt on Mon Oct 22, 2012 9:03 am, edited 1 time in total.
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Re: RFC: Bounties and Galcop law

Post by Cody »

Cpt wrote:
... without any background stars visible in any direction it doesn't feel to me so much like interstellar space...
Que?

Image

Yep, even an Adder can handle interstellar space!
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Re: RFC: Bounties and Galcop law

Post by Cody »

cim wrote:
The police ship won't necessarily immediately attack the player (or another ship - I'd rather not have this be player-only) if they're already fighting something else. So they can broadcast a warning if they don't start going for their attacker.
This is working well - I just saw a Viper warn a fellow Viper about its shooting.
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Re: RFC: Bounties and Galcop law

Post by Zark Montor »

I think that Bounties and Status should remain on Gal jumps, surely the bounty and status would be in the "black box" on your ship, Escape pods can track back to your ship, via insurance, hence you get a replacement ship upon docking.

I say, if you want to play Elite, get an emulator and run it thru the emulator, or run strict mode Oolite.

I play Oolite because it fills the game out more, with the right OXPs, i get the game i suppose i had hoped the Amiga version coulda/shoulda provided.

I'm finally playing the game i wanted in 1989

Please, give it to me, i want it now, i've waited sooooooo long!!

Thanks for listening.
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Re: RFC: Bounties and Galcop law

Post by Zireael »

Cody wrote:
cim wrote:
The police ship won't necessarily immediately attack the player (or another ship - I'd rather not have this be player-only) if they're already fighting something else. So they can broadcast a warning if they don't start going for their attacker.
This is working well - I just saw a Viper warn a fellow Viper about its shooting.
I wonder if the other Viper pilot was drunk...

And on topic: I like the idea of setting minimum Thargoid bounty to 100 and possibly increasing it for more powerful ships. So that we don't see escort Thargoids with ridiculously low bounties.
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