If the mark is a bad guy who is terrifying a system, why shall there be a deadline?
Maybe after some time there is a chance to be killed by others, decided to go to another galaxy or even suffer a fatal collision.
I think within the given time should stay there usually, just sometimes go to a nearby system, but over the limit anything could happen, you are lucky if you catch it.
* The mark's ship has been bugged so it can be tracked around the chart. Or there is an intelligence network, that keeps you informed about the mark's current system. In the latter case getting the whereabouts could even require to follow the mark system by system.
* When you take a contract, you get the initial system.
* After a suitable randomized time period, mark randomly jumps to another, adjacent system.
* After another suitable, longer time period, the mark is lost and the contract is terminated. Unless you manage to kill the mark of course.
This would differ quite a bit from quick and simple hits to more demanding ones as you might would be forced to follow the target around the chart. Because of that, this would not override the current ones, but would be a sort of a special mission or something.
You don’t want to be within striking range of the bar if you are anything less than squeaky clean!
Old news - you have to be clean to dock at a space bar. However (again from the Wiki)
Wiki wrote:
Upon docking, check that your hand weapon is fully charged (these places can be a little rough).
Now, I know that text is purely for setting the scene, but these two statements (you have to be clean to dock, but you need a hand laser because these places get a little rough) seem to be in conflict. If only clean pilots can dock, surely that would make the bar something of a safe haven, rather than somewhere you need to keep your blaster handy!
I'm not advocating changing anything, just interested in the hand-wavium for this!
How many kills are required for novice missions? I'm a good pilot but starting a new game, and want to start moving up the Hunter ladder, but can't even get novice RH jobs yet.
You have to have at least 32 kills (Average) to take even the easiest missions. I'd put the kill count requirement in to try to stop the OXP being a game breaker. You can't earn money from random hits until you've seen a reasonable amount of combat and presumabley traded to equip your ship to survive those 32 battles. By that time you can make more than an easy hit pays on a single furs/computers trade hop, so its not the massive windfall it would have been when you were at Lave with 100 credits. More kills are required for the Medium and Hard hits and you would need an iron ass to take them on (and you'll spend a bit on repairs) so the big paying hits are only given once money is less important as you allready have a well equiped ship. At each stage of your game therefore the money from random hits should only be a bit of extra cash rather than something that gets you access to powerful equipment earlier than you would without it installed.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
You have to have at least 32 kills (Average) to take even the easiest missions. I'd put the kill count requirement in to try to stop the OXP being a game breaker. You can't earn money from random hits until you've seen a reasonable amount of combat and presumabley traded to equip your ship to survive those 32 battles. By that time you can make more than an easy hit pays on a single furs/computers trade hop, so its not the massive windfall it would have been when you were at Lave with 100 credits. More kills are required for the Medium and Hard hits and you would need an iron ass to take them on (and you'll spend a bit on repairs) so the big paying hits are only given once money is less important as you allready have a well equiped ship. At each stage of your game therefore the money from random hits should only be a bit of extra cash rather than something that gets you access to powerful equipment earlier than you would without it installed.
OK, thanks.
The thing is, though, considering the new combat balances in 1.82 and recalling RH jobs from the past, I can't imagine possibly surviving any encounter without a half-iron-ass already. Front and rear beam lasers, hardhead missiles (mostly for deterrent reasons), ECM, and injectors are an absolute minimum I'd think. You can't get those without slogging out a solid computer/furs trade run for a while, so I don't see the game breaker possibility in there (unlike the Feudal States hunting lodge which is just ridiculous). If someone could survive and complete a novice RH job with a standard starting kit, I'd say they're more than welcome to the 300-500Cr.
Following a total computer crash I lost all my Oolite Commanders and so I recently started a new Jameson on 1.82. The NPCs are better, but I've been quietly bouncing between a Tech 14 Corprate State and a low tech Feudal doing the furs / computer run, but taking out a bandit or two along the way. So I'm currently Poor with 22 kills but a nicely equipped Cobra Mk III (Nostalga for Infinity), still saving for Military Shields. I've only died twice on 1.82, but you do have to pick your battles until you are fully equipped and I've spent a lot of time running on fuel injectors to split the pack and just maybe sniping off one of them before resuming my innocent trader role.
All the Random Hits easy marks are on their own (no escorts) and in basic ships. The script just puts the guy you have to kill in a standard ship. So an easy mark in an adder / mamba / cobra I is no more difficult to kill than the bog standard oolite native adder / mamba or cobra I you enconunter all the time. But he is always on his own (not part of a pack) and has basic equipment. But he has that extra Random Hits bounty on his head. So when you qualify for a random hits easy mission, the OXP does basically add a ship thats no harder to kill then the weakest native ships (but with an inflated price for killing him). You do however have to go out of your way to find him. I'll pootle about a bit on my milk run to get my kills to 32 and then head over to the nearst bar and take an easy hit and trade my way over to him to pick up the bonus 300 - 500 C. RH is kinda meant as a dip in and out of OXP where you gradually build up taking the odd hit when you feel like it. You will make a bit more money with it installed by taking the hits when you feel like it, but its more for the fun of wacking a mark or two as you go about your other activities and missions.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
RH is kinda meant as a dip in and out of OXP where you gradually build up taking the odd hit when you feel like it. You will make a bit more money with it installed by taking the hits when you feel like it, but its more for the fun of wacking a mark or two as you go about your other activities and missions.
Sure, but I was impatient to get started! RH is probably my absolute favorite OXP: the Space Bar with the occasional mob furballs, the challenging fights, the open-ended nature of it. I just got on with the game, and soon enough got to 32, now well over 100 with several RH notches on my belt .
Yes I live on injectors, too. Injectors are always my very first purchase as a new Jameson. Once in a while I encounter a really tough pirate pack with beams/militaries, and where everybody's jot injectors, but have managed to survive a couple (had to hyperspace away once). My only death was when I was in close combat with a python who went derelict and I didn't turn out of the way soon enough, *spat*!
Thanks phkb. Looks like that's from the experimental test version. The experimental version had mission deadlines implemented, but was not very thoroughly tested. The version meant to be a milestone on a way to a multiple mission version. However I found out that being able to take multiple missions would need huge amounts of work since the current version is heavily based on one mission and uses named mission variables that go through scripting and text files. I actually wrote a new scripting that allowed to take multiple missions with different deadlines and all, but when I started implementing the actual running missions I ran into so many brick walls I lost count. So I ditched it. And because of that, I'll probably ditch the whole deadline feature too.
When I have some time I'll transfer the small textual corrections and mission screen IDs from the test version to the current version.
The "map" option in the BBS doesn't seem to work in version 1.84 (at least for me) -- it's supposed to display the galactic/local chart, right? it seems to just display a blank mission screen with the name/location/etc of the hit listed at the bottom.
The "map" option in the BBS doesn't seem to work in version 1.84 (at least for me) -- it's supposed to display the galactic/local chart, right? it seems to just display a blank mission screen with the name/location/etc of the hit listed at the bottom.
Works for me. Probably another AddOn overrules it - please provide the list of used AddOns.
btw: If it's one of the background-image AddOns - we (a_c, Norby, phkb, Smivs and me) are currently working on a unified handling script for these things.