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distressSignal?
Posted: Mon Feb 20, 2006 9:08 am
by Murgh
a small request that, I hope will make sense, and be a bagatelle to implement:
in the AI, when using broadcastDistressMessage, the distressed ship will signal for help from authorities (within range), make ripples around the radar icon, and send a distress comms message from the entries in descriptions.plist..
what I would wish for is a slightly more discrete option that only triggers the first two (a basic signal-based SOS), allowing for a customized descriptions.plist distress call -that could be more relevant to the particular entity, so that an "comms-invisible" broadcastDistressSignal could work both as a more repeated reminder to absent-minded or late-arriving police, and in tandem with a custom descriptions.plist entry without flooding the comms panel.
eh. is this understandable?
Posted: Mon Feb 20, 2006 9:39 am
by JensAyton
It is.
I’d quite like the ability to send out a distress signal. Especially when police walk in on a battle, allowing you to try to bamboozle them into thinking it’s the other guy who’s a pirate, just for comedy value. ;-)
Posted: Mon Feb 20, 2006 9:49 am
by winston
Yes, but your undoubted Fugitive status would be a dead giveaway!
Posted: Mon Feb 20, 2006 9:53 am
by JensAyton
Oh, no. I’m never fugitive.
Posted: Mon Feb 20, 2006 10:02 am
by Murgh
ah you guys want this for your
selves.
and here I was thinking of the poor traders..
that's probably up a difficulty-notch, implementing a player distress button
but police wouldn't be bamboozled after a quick comparison of the legal status value number?
Posted: Mon Feb 20, 2006 10:33 am
by aegidian
Since the police now act on any offender-on-clean laser action they notice, this should be less of a problem to the fair traders among you.
Posted: Mon Feb 20, 2006 10:46 am
by TGHC
aegidian wrote: this should be less of a problem to the fair traders among you.
Now who is going to own up to that?
Posted: Mon Feb 20, 2006 12:17 pm
by JensAyton
But what about clean-on-clean action? :-)
Posted: Mon Feb 20, 2006 1:34 pm
by winston
Well, in the case of clean on clean, the player is obviously guilty!
Posted: Mon Feb 20, 2006 5:58 pm
by Murgh
true. otherwise there can be no such event.
Posted: Mon Feb 20, 2006 7:14 pm
by JensAyton
Yeah, but it makes no sense for the police to assume this.
Posted: Tue Feb 21, 2006 2:04 pm
by Arexack_Heretic
It would also make more sence if police
first give warning,
then fine,
then attack.
(when clean and being a public nuisance)
Darconian policing method does not really look at who shot first...just who was seen shooting first.
Or who complained the most/first.
Ah yeah: I want to yell for assistance too.
You could in FE2, but no one ever came to help.
just stupid pirates spawned in uninhabited systems.
Posted: Tue Feb 21, 2006 2:24 pm
by Rxke
One thing I really, really hate is when a fugitive starts pleading for mercy, and you shoot them. I mean, whydo I become an offender then? Merely crying for help shouldn't change that...
Posted: Tue Feb 21, 2006 2:29 pm
by Arexack_Heretic
Having a licence to bountyhunt will solve that sort of problems...purchase from your local Guildhouse.
Posted: Sat Mar 25, 2006 6:12 am
by Cmdr. Luke
Sometimes you can be attacked by a clean ship if you attack one of their fugitive/offender freinds. Also, their status remains clean, even if you are also clean.