Re: Vortex OXP (plus the Maelstrom)
Posted: Thu Jun 14, 2012 4:51 pm
That sounds entirely plausible, after all they can hardly be released when they're stuck in the warp of a virtual cargo hold can they?
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In my understanding, you don't sort them out, the station does.Albee wrote:I see (I think). The game doesn't normally offer me any choice with regard to captured felons and rescued citizens, does it? They're released automatically and I'm given as much or as little as station officialdom or the insurance company choose to hand over. Are you saying the ones stored in the Vortex's non-current bay are sold as slaves? I'm still confused.Disembodied wrote:You have to sort out the redeemable from the sellable yourself when you dock.
I suppose not. They can't be inspected, just as the cargo in those bays can't be inspected, so they can't be processed in the usual fashion. When I cycle the bays at dock, they appear on the manifest as slaves, I guess, and I sell them off as such. Heartless bastard, aren't I?Thargoid wrote:That sounds entirely plausible, after all they can hardly be released when they're stuck in the warp of a virtual cargo hold can they?
Thanks, SandJ, I follow the logic.SandJ wrote:In my understanding, you don't sort them out, the station does... only one slave per cargopod.
Any time you cycle the cargo bays all the information regarding special scripted cargo is lost. Try filling four bays with trade cargo, launching with the current bay empty, scooping as many escape pods as you can, then docking without cycling the cargo bays while in flight. All your "scoopees" should be included in the arrival report.Albee wrote:What would you guys expect to happen when I cycle the bays whilst in flight? Will the game 'remember' which of my slave pods have felons/citizens in them? I ask because, on my last flight, I deliberately left bay 1 half-filled, and switched back to that bay before scooping any escape pods. I made sure to have bay 1 as my current bay before docking, but there was no mention of either felons or citizens (I had one of each, as I recall) when I landed. I want to repeat this before logging it as an official 'quirk', to make it wasn't a cock-up on my part -- always possible.
Could be very frustrating when doing a special mission with a scripted pilot were a pilot script runs on docking. (e.g. used in: constrictor, lovecats, ups, vector, galNavy.) So, just make sure you don't cycle bays while in flight. I think that the script should change slaves into food on cycling. That will largely prevent the player from cycling cargo with valuable persons on board.Wildeblood wrote:Any time you cycle the cargo bays all the information regarding special scripted cargo is lost. Try filling four bays with trade cargo, launching with the current bay empty, scooping as many escape pods as you can, then docking without cycling the cargo bays while in flight. All your "scoopees" should be included in the arrival report.
I'm sure you're right, but at present I'm a pirate and need far more than 30 t for my ill-gotten gains. With the Vortex's Multibay Cargo system, it seems there's no way around this problem -- I'm destined to 'lose' any scoopees I collect apart from those in the last bay selected prior to docking.Wildeblood wrote:Any time you cycle the cargo bays all the information regarding special scripted cargo is lost. Try filling four bays with trade cargo, launching with the current bay empty, scooping as many escape pods as you can, then docking without cycling the cargo bays while in flight. All your "scoopees" should be included in the arrival report.
That seems an important point to me -- important enough to deserve a heads-up on the Vortex wiki page, maybe?Eric Walch wrote:Could be very frustrating when doing a special mission with a scripted pilot were a pilot script runs on docking. (e.g. used in: constrictor, lovecats, ups, vector, galNavy.) So, just make sure you don't cycle bays while in flight.
The pilot paid good money - 1000 Credits - for that Escape Capsule, and it comes with an insurance policy. That policy says that, with no questions asked, the pilot will be freed and given an equivalent ship.Albee wrote:It's not the cash, you understand -- they tend to pay peanuts anyway -- it's just the immersion: I like to see the results of my good deeds. Mind you, it's always struck me as odd that you can blast an innocent trader, scoop his escape capsule, then get rewarded on docking for 'rescuing' him. In a way, cycling him into oblivion and selling him as a slave seems more in-character.
I have no argument with any of this, SandJ, but it's what the game presently 'forces' me to do when flying the Vortex, isn't it? If I dock with scooped escape capsules in non-current bays, the occupants aren't released into the care of GalCop or the insurance companies, and I have no say as to their fate. They next 'make an appearance' as slaves on the manifest when I cycle to the bay in question, at which point my only choices are to sell them or keep them as my permanent guests.SandJ wrote:The pilot paid good money - 1000 Credits - for that Escape Capsule... Whereas if you sell them into slavery, there's a good chance half the space station actually knows that individual, and they'll soon know that it was you who dragged them screaming from the Escape Capsule and sold them into bondage. You'd be lucky to leave the space station alive.
Well, I can confirm that it works. I've just returned from a flight in which I filled all 5 of the Vortex's cargo bays, collecting a total of 6 escape pods in the process and moving them along from bay to bay as outlined in my last post. On docking, all 6 'slaves' were released (4 'rescuees', 2 felons) and I was duly paid. And yes -- the process is certainly both fiddly and time consuming!Albee wrote:Actually, I think there's a workaround, though it's certainly fiddly.
But helpful, because it confirms your expectation. I would suggest to omit the slaves category from the multibay rotation, the same way the sub-tonne commodities were. That looks easy enough to do. Making it optional so players can decide how they prefer to deal with scoopees would be a bit of a PITA.Albee wrote:I've just returned from a flight in which I filled all 5 of the Vortex's cargo bays, collecting a total of 6 escape pods in the process and moving them along from bay to bay as outlined in my last post. On docking, all 6 'slaves' were released (4 'rescuees', 2 felons) and I was duly paid. And yes -- the process is certainly both fiddly and time consuming!
Well, it has been known for there to be a change for single oxp's before. Iron Hide comes to mind, the question is, is how much time would it need? If it would be too much then ok just live with it. But if it might be only a line or two...Thargoid wrote:There isn't really a simple way around it without some adjustments on trunk-side as well I think, which given it's only for one OXP probably aren't worth the time investment.
Wildeblood wrote:I would suggest to omit the slaves category from the multibay rotation, the same way the sub-tonne commodities were. That looks easy enough to do. Making it optional so players can decide how they prefer to deal with scoopees would be a bit of a PITA.
My reply above was an odd, mutant sort-of remark: the suggestion was directed not to Thargoid but at Albee, SandJ or anyone else who thought the issue important and might like to have a go at modifying the script; but the last sentence was obviously directed to Thargoid in anticipation that Someone Else would interject to complain that they wouldn't want such a change.Thargoid wrote:The problem then would be if you rotate to a bay which has too much cargo in it, so that the current total of slaves (and gems/gold/platinum if you have enough of it) plus the amount of cargo in that bay exceeds the volume of cargo capacity of the ship. At that point things won't fit and some cargo will be lost.
It is the whole concept how Oolite handles cargo that makes it incompatible. Trading goos was only mend to happen for the docked player. At that moment, the cargo are just numbers on a list.Fatleaf wrote:... the question is, is how much time would it need? If it would be too much then ok just live with it. But if it might be only a line or two...