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Docking hostile station
Posted: Sat Oct 14, 2017 9:49 pm
by hoqllnq
Greetings commanders
I left the station, fired my aft lasers into the station, waited for the vipers to come out, killed a few, even picked up an escape pod from one of them, fired at the station some more, then docked at the station while still firing.
I got paid for the escape pod, fined for no docking clearance, and 'the clerk looked bored as I paid the 3.5Cr docking fee'.
This doesn't seem quite right.
Game Over would seem more appropriate. You obviously get caught at this point, right? I imagine the docking crew claim your bounty. (i.e. anything that gives you condition red is no longer dockable.)
If that is too drastic, what would be a possible penalty?
Setting the clock forward 10 years and giving you a virgin cobra and 100Cr? I guess the clock doesn't matter at that point.
Re: Docking hostile station
Posted: Sat Oct 14, 2017 10:05 pm
by Cody
You do get a nice fugitive tag on top of the fine (which can be 5k) - but perhaps the penalty for splashing Vipers could be heavier.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 8:19 am
by spara
Hmm. A lot of options here. How about banning access to f3, f4 and f8 on GalCop stations, if you're a fugitive? That would be very easy to OXP.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 8:51 am
by spara
If someone wants to try the game with a fugitive ban in place, grab the oxz and test it out
.
https://app.box.com/s/0ww94cjfcgkihykd1cudx6dyg6uoir5a
Re: Docking hostile station
Posted: Sun Oct 15, 2017 10:25 am
by Cody
spara wrote: ↑Sun Oct 15, 2017 8:19 amHow about banning access to f3, f4 and f8 on GalCop stations, if you're a fugitive?
A bit harsh on commanders who accidentally pick up a fugitive tag.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 12:36 pm
by phkb
Maybe it should only apply if they fired on police or GalCop stations in that system?
Re: Docking hostile station
Posted: Sun Oct 15, 2017 12:47 pm
by spara
phkb wrote: ↑Sun Oct 15, 2017 12:36 pm
Maybe it should only apply if they fired on police or GalCop stations in that system?
A kind of temporary persona non grata for that system, that can only be cleared by jumping out and in again. Nice idea I think.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 12:57 pm
by Disembodied
phkb wrote: ↑Sun Oct 15, 2017 12:36 pm
Maybe it should only apply if they fired on police or GalCop stations in that system?
There would certainly be an argument in favour of making a system where the player became a fugitive more hostile … Oolite's legal ratings are incredibly low-resolution, and it wouldn't hurt to have a couple of extra degrees of criminality, e.g.
- Fugitive: Shoot on Sight (for becoming a fugitive by destroying another ship in that system)
- Fugitive: Most Wanted (for becoming a fugitive by attacking another ship in that system)
- Fugitive
- Offender
I think that anyone with any sort of Fugitive rating should be immediately arrested on docking in a main system station, and subjected to a LARGE fine (a significant percentage of the player's cash – 50% maybe?) and a time-penalty of several weeks at least. Fugitive: Most Wanted players who dock get a 75% fine, and Fugitive: Shoot on Sight players who dock get Game Over. Now that players can save the game outside of main system stations, I don't think this would be unreasonable.
Edited to add: Fugitive: Shoot on Sight and Fugitive: Most Wanted would be downgraded to basic Fugitive on jumping out.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 1:01 pm
by Cody
Disembodied wrote: ↑Sun Oct 15, 2017 12:57 pmI think that anyone with any sort of Fugitive rating should be immediately arrested on docking in a main system station, and subjected to a LARGE fine (a significant percentage of the player's cash – 50% maybe?) and a time-penalty of several weeks at least.
A bit harsh on commanders who accidentally pick up a fugitive tag.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 1:13 pm
by spara
Again, if someone wants to test out what it feels like when you're not wanted in a system, here's a quick oxz. This is a simple oxp that marks the player as non wanted when he shoots at a police vessel or a GalCop station with a laser. The status is cleared after a hyper jump.
https://app.box.com/s/7j2was3mfoyjzzoouufomb4orgdhyx6i
Re: Docking hostile station
Posted: Sun Oct 15, 2017 1:24 pm
by Cody
... but you have been declared persona non grata...
would be better.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 1:29 pm
by Disembodied
Cody wrote: ↑Sun Oct 15, 2017 1:01 pm
Disembodied wrote: ↑Sun Oct 15, 2017 12:57 pmI think that anyone with any sort of Fugitive rating should be immediately arrested on docking in a main system station, and subjected to a LARGE fine (a significant percentage of the player's cash – 50% maybe?) and a time-penalty of several weeks at least.
A bit harsh on commanders who accidentally pick up a fugitive tag.
It's a harsh legal code … players don't have to dock: they can run away, and either leave the system or dock somewhere else.
That said, it might be worth flashing up a statement in-flight - maybe with an alert sound - when a player's legal status changes for the worse.
Re: Docking hostile station
Posted: Sun Oct 15, 2017 1:35 pm
by Cody
Disembodied wrote: ↑Sun Oct 15, 2017 1:29 pm… players don't have to dock: they can run away, and either leave the system or dock somewhere else.
In the aegis, tank empty, angry Vipers buzzing around, won't make it to a hermit - where am I supposed to go?
Re: Docking hostile station
Posted: Sun Oct 15, 2017 1:40 pm
by Disembodied
Cody wrote: ↑Sun Oct 15, 2017 1:35 pm
Disembodied wrote: ↑Sun Oct 15, 2017 1:29 pm… players don't have to dock: they can run away, and either leave the system or dock somewhere else.
In the aegis, tank empty, angry Vipers buzzing around, won't make it to a hermit - where am I supposed to go?
In that particular (and pretty specific) situation, I'd say you have a choice between a rock and a hard place: take your medicine, gnash your teeth, and cough up the dough. It builds character!
Re: Docking hostile station
Posted: Sun Oct 15, 2017 1:43 pm
by Disembodied
I don't know what the current system is for dealing with accidental friendly fire … would it be possible to let the player have 2 or 3 "free" hits on a friendly target before that target becomes hostile?