Fritz wrote:There is no information about how fast the reputation will go up and down, but I fear that the decaying ruins the contract part of the game for me since I prefer fighting, so I usually travel through unsafe systems looking for trouble.
There's a random element to this.. Every jump you make there's a small chance your reputation will drop slightly. Personally, I think the chance is set a little high, and I'd like to see it reduced.
Fritz wrote:I do have the impression that safe and unsafe systems differ less on Oolite than on Elite!
In that regard, you'd be wrong. Since 1.80, the differences between safe and unsafe systems has actually been increased. The political type of the neighbouring systems also has an influence. Perhaps you've just been lucky so far.
Fritz wrote:The story was interesting and funny to read, but much of it sounds like fiction. I have never seen anybody attacking me around a station, even in anarchies. And I've been a lot in anarchies! Apart from this, the Griff Boa is an OXP, so could something like this happen to me? Probably not. My question here is: Is it really more dangerous to carry a passenger or a critical parcel? Do passengers really communicate with the pilot and set new goals? Will I really get attacked by NPC ships that don't want me to finish my job? Or is there just an increased probability of running into trouble by making the safe systems a little less safe and the unsafe systems even more unsafe?
The story is based entirely on an experience that actually happened to me. Very little embellishment was involved, merely a little fleshing out and creative interpretation of the event. I linked to it as an example of the kind of thing that
really can happen to a player. The emergent behaviour that Oolite's AI can occasionally generate really has to be experienced to be believed. Even us "old hands" get surprised at times by how sophisticated it can appear to be.
In my case, the attack was precipitated by the
Furball OXP, or possibly (albeit unlikely)
Factions OXP, not the presence of the passenger on board. The Griff Boa was pure happen-stance. The sudden demand of my passenger to dock immediately is core game behaviour. Even if you arrive well ahead of schedule, once you arrive in the Station Aegis of the destination system, you have a limited amount of time (10 minutes, IIRC) to dock, or the passenger will get impatient at the last-minute delay and refuse to pay the balance of the fee. However, the passenger doesn't actually inform you of this (something else I'd like to see changed), and you'll only discover this fact if you happen to check the F5-F5 screen. I was unaware of this at the time, and only just happened to check it when only 2 minutes remained.
At the time of writing (v1.76.1), passengers and parcels did not actually attract assassins. However, that behaviour was subsequently introduced to the core game, so yes, if you carry documents or passengers that certain criminal types in the Ooniverse object to (if the fee seems too good to be true, there's often a reason for it), then you can expect opposition. Do too many of such jobs, and those same criminals will take a personal dislike to you, as well. Dedicated couriers such as Cody tend to encounter such "welcoming committees" on a regular basis.
Fritz wrote:Equipped with 2 military lasers I still tried to make money and avoided too much trouble, but since about trip #100 I rarely made a trip through an unsafe system without scoring some kills. On trip #165 I reached an average of one kill per trip, and today I rarely make a trip without at least some kills and some scooped cargo. On trip #208 I finished the Constrictor mission (I never did this on the original Elite). But being equipped with shield boosters and military lasers it was no big deal. I even killed it twice, because after the first time I was careless and perhaps a bit too motivated and failed to deal with a really big pack of pirates before reaching the safety of a station.
It sounds as if the NPCs are beginning to not be much of a challenge for you. If you'd like to change that, there are a number of OXPs which will give you a run for your money.
Firstly, those that directly improve the quality of the NPCs you'll face.
ShipVersion. NPCs get extra equipment and bonuses scaled with the version.
Skilled NPCs. Makes many of the pilots much smarter.
ToughGuys. Increases NPC equipment and pilot skill - a re-balancing upgrade for experienced Commanders.
Then there are those that just make everyday life more challenging.
Breakable Life Support System. Adds a new breakable equipment to the player's ship.
Breakable 'Standard' Equipment. Can make standard equipment like Shields, HUD, Engines etc damageable in combat.
Green Gecko. Features the Green Knights of Lago in their awesome twin-laser Geckos.
Pirate Ambushes. Adds pirates that ambush the player upon exit from witchspace.
Pirate Coves. Adds rock hermits that have been taken over by pirates in more dangerous systems.
Realistic Damage. Gives a chance that equipment damage will destroy it.
Renegade Pirates. Adds rare, very well-armed, high bounty pirate versions of Classic Elite ships.
Start Choices. Gives you start up ship choices ranging from easy to very challenging.
A few from that lot should make life much more "interesting" for you...