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Contracts and Reputation

Posted: Fri Feb 22, 2013 3:51 pm
by StarTrader
So, I have got myself a Python, Fortune of Pleiades, and have started the interstellar 'arm' of Eddie Stobart.

I thought I would also dabble in the luxury liner business so fitted out a couple of lovely cabins, complete with all the latest cryo-sleep stasis technology for those particularly long trips..

So far so good, until I got a bit too clever for my own good, and partly because of the somewhat cumbersome contract interface in 1.76 I ended up selecting the wrong passenger (ie one whos destination was the opposite end of the galaxy
to the cargo contract I was hauling) I didnt even realise this until after a few jumps..

Is there any way of getting out of this contract without a loss of reputation? If I have built up quite a good reputation and then fail a contract, will I go back to square one? what happens when this poor sap finds himself at the wrong end of the galaxy? (as the cargo contract is more valuable!)

I cant even seem to get rid of my now unwanted passenger, and replace them with a new one who actually wants to go in the same direction as me! Any ideas? do I just have to wait for the contract to expire? or do I have to get them to their destiantion, no matter how late?

Re: Contracts and Reputation

Posted: Fri Feb 22, 2013 4:01 pm
by Eric Walch
You could slip some Trumbles™ into his cabin. He might than 'voluntarily' leave your ship. :lol:

Or eject from your ship. Actually I am not even sure if this will cancel the contracts, and if yes, if it will influence your reputation.

Re: Contracts and Reputation

Posted: Fri Feb 22, 2013 4:26 pm
by HAL
I was late with a passenger once or twice, and they got angry and left of their own accord. I didn't notice any decline in reputation, but then again I had never done a cargo contract (I was in a Cobra Mk 1)

Re: Contracts and Reputation

Posted: Fri Feb 22, 2013 8:06 pm
by Commander McLane
Yes, failing a contract will cost you a little of your reputation, but only a little. It's not back to square one.

Also, the passenger and contract markets are completely independent of each other, with two distinct reputations. One does not influence the other.

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 12:52 pm
by StarTrader
Thanks for the info folks.

Eric, thats a great idea! :twisted:

Knowing my luck, the trumbles would just eat the 40-odd Tons of luxuries I'm carrying for my cargo contract!

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 1:42 pm
by Diziet Sma
StarTrader wrote:
Knowing my luck, the trumbles would just eat the 40-odd Tons of luxuries I'm carrying for my cargo contract!
Well.. only for an appetiser.. after that, they get serious.. :twisted: :lol:

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 5:46 pm
by Eric Walch
Eric Walch wrote:
Or eject from your ship. Actually I am not even sure if this will cancel the contracts, and if yes, if it will influence your reputation.
When you eject, a new ship is waiting at the mainStation. And that ship, magically, contains the passengers. Ejecting takes time, so one passenger did leave my ship based on time. Delivering the remaining 2 became suddenly more difficult because of the lost time. :lol:

So, passenger contracts were not cancelled. That probably means that cargo contract also stay active, but on ejecting, you do loose your cargo. That will be an interesting problem for a commander who wants to keep his reputation. Ejecting is a real no-no when doing contracts. :mrgreen:

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 6:10 pm
by Cody
Eric Walch wrote:
Ejecting takes time...
Yeah... and it can take days, not just hours!

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 6:17 pm
by Smivs
Eric Walch wrote:
When you eject, a new ship is waiting at the mainStation. And that ship, magically, contains the passengers.
Am I the only one who thinks that's just plain daft! :D

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 6:23 pm
by cim
Smivs wrote:
Eric Walch wrote:
When you eject, a new ship is waiting at the mainStation. And that ship, magically, contains the passengers.
Am I the only one who thinks that's just plain daft! :D
Well, will anyone else take them on if someone shot down their previous transport? It might have been an assassination rather than routine piracy.

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 6:34 pm
by Cody
Eric Walch wrote:
And that ship, magically, contains the passengers.
I don't do passenger runs, which leads to a question: is the passenger still there if you happen to eject in their destination system?
cim wrote:
Well, will anyone else take them on if someone shot down their previous transport? It might have been an assassination rather than routine piracy.
<chortles>

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 6:52 pm
by GGShinobi
cim wrote:
Smivs wrote:
Eric Walch wrote:
When you eject, a new ship is waiting at the mainStation. And that ship, magically, contains the passengers.
Am I the only one who thinks that's just plain daft! :D
Well, will anyone else take them on if someone shot down their previous transport? It might have been an assassination rather than routine piracy.
:lol: "It's no bug, it's a feature!" :wink:

Re: Contracts and Reputation

Posted: Mon Feb 25, 2013 7:19 pm
by Eric Walch
Smivs wrote:
Am I the only one who thinks that's just plain daft! :D
On rethinking, it can be explained when you assume that the passengers auto-inject also when the captain ejects. Than it has some logic that they all arrive simultaneously at the main station.

Re: Contracts and Reputation

Posted: Tue Feb 26, 2013 7:03 am
by another_commander
Eric Walch wrote:
On rethinking, it can be explained when you assume that the passengers auto-inject also when the captain ejects
Rather than trying to explain it away in various fictional ways, why don't we just call it a bug and fix it?

Re: Contracts and Reputation

Posted: Tue Feb 26, 2013 7:27 am
by Rorschachhamster
another_commander wrote:
Eric Walch wrote:
On rethinking, it can be explained when you assume that the passengers auto-inject also when the captain ejects
Rather than trying to explain it away in various fictional ways, why don't we just call it a bug and fix it?
Where's the fun in that? :lol: :wink:

On a more serious note, some text and maybe a random cancellation of some of the passenger contracts would be cool. So that you would get a message like "XX was eaten by space cannibals." wich could maybe be even worse for your reputation than just sold as slave. :D