(WIP) Enhanced Passenger Contracts
Posted: Wed Feb 28, 2018 8:26 pm
I've been playing around with an enhancement to the core passenger contract system, called, err... Enhanced Passenger Contracts (I know, my naming skills are legendary), trying to add a bit of variety and interactivity to it. Essentially it's the standard passenger contracts but with extra bits added on. It's now to the point were it needs some testers to make sure I've found all the issues. You'll need the Bulletin Board System to make this work (at a minimum). Here's what I have so far:
1. Chatty passengers - Passengers will occasionally send the player some comms messages. Rather than spoil the effect, I'll just say messages will turn up for a variety of scenarios. If you're really interested, you can always read the descriptions.plist file!
2. Smooth riders - Some passengers will have a stipulation that they do not want a rough ride. Get involved in too much fighting, throw the ship around too much, and your final payment will be reduced by 50%.
3. Anti-government - Some passengers will have a stipulation that they do not want to dock at GalCop stations in systems with a particular government (eg Anarchies). If you do, the contract will be cancelled.
4. Xenophobic - Some passengers will have a stipulation that they do not want to dock at GalCop stations in systems where a particular species (eg Rodents) are the primary inhabitant. If you do, the contract will be cancelled.
5. Persona non grata - Some passengers will have a stipulation that they do not want to dock at GalCop stations in particular systems (eg Lave, Tionisla). If you do, the contract will be cancelled.
6. Bonus stops - Some passengers will offer a bonus amount if the player docks at GalCop stations in particular systems (eg Lave, Tionisla) before reaching the final destination.
7. Changing their minds - If you have the Broadcast Comms MFD available, passengers will sometimes change their minds. You might get a request from a passenger to take them to a different destination to the one you signed up for. You'll have the option of accepting the new destination (which comes with a bonus payment), or to keep the contract the way it was.
8. Something to hide - If you have the Bounty System installed, some passengers might have a stipulation that they do not want to be scanned by police or bounty hunters at any time during transit. If you get scanned, the final payment will be reduced by 75%.
9. Criminals - Again, if you have the Bounty System installed, passengers can have a bounty amount, and if police discover that bounty during a scan, you'll receive a small penalty to your own offender status. A menu item will be added to the mission details page after you have accepted a contract which will allow you to perform a Warrant check on the passenger (if their bounty is not already visible), but doing so will incur a penalty to the payment.
For contracts where the passenger has added extra clauses, the payment will have been increased over what the default payment would have been. I'm not showing the difference anywhere yet, as I'm not sure of the best way to communicate it (if at all). Let me know what you think would be good to know as a passenger transporter.
It'd be great to get some beta testers at work on this. I believe I've covered all the cross-OXP conflict issues, so (in theory) it should play nice with everything, but please let me know if you spot something unusual.
Let me know what you think, or if you find any bugs/inconsistencies/etc.
Download from the manager. Wiki page here
You'll need the latest version (v1.6) of the Bulletin Board system.
1. Chatty passengers - Passengers will occasionally send the player some comms messages. Rather than spoil the effect, I'll just say messages will turn up for a variety of scenarios. If you're really interested, you can always read the descriptions.plist file!
2. Smooth riders - Some passengers will have a stipulation that they do not want a rough ride. Get involved in too much fighting, throw the ship around too much, and your final payment will be reduced by 50%.
3. Anti-government - Some passengers will have a stipulation that they do not want to dock at GalCop stations in systems with a particular government (eg Anarchies). If you do, the contract will be cancelled.
4. Xenophobic - Some passengers will have a stipulation that they do not want to dock at GalCop stations in systems where a particular species (eg Rodents) are the primary inhabitant. If you do, the contract will be cancelled.
5. Persona non grata - Some passengers will have a stipulation that they do not want to dock at GalCop stations in particular systems (eg Lave, Tionisla). If you do, the contract will be cancelled.
6. Bonus stops - Some passengers will offer a bonus amount if the player docks at GalCop stations in particular systems (eg Lave, Tionisla) before reaching the final destination.
7. Changing their minds - If you have the Broadcast Comms MFD available, passengers will sometimes change their minds. You might get a request from a passenger to take them to a different destination to the one you signed up for. You'll have the option of accepting the new destination (which comes with a bonus payment), or to keep the contract the way it was.
8. Something to hide - If you have the Bounty System installed, some passengers might have a stipulation that they do not want to be scanned by police or bounty hunters at any time during transit. If you get scanned, the final payment will be reduced by 75%.
9. Criminals - Again, if you have the Bounty System installed, passengers can have a bounty amount, and if police discover that bounty during a scan, you'll receive a small penalty to your own offender status. A menu item will be added to the mission details page after you have accepted a contract which will allow you to perform a Warrant check on the passenger (if their bounty is not already visible), but doing so will incur a penalty to the payment.
For contracts where the passenger has added extra clauses, the payment will have been increased over what the default payment would have been. I'm not showing the difference anywhere yet, as I'm not sure of the best way to communicate it (if at all). Let me know what you think would be good to know as a passenger transporter.
It'd be great to get some beta testers at work on this. I believe I've covered all the cross-OXP conflict issues, so (in theory) it should play nice with everything, but please let me know if you spot something unusual.
Let me know what you think, or if you find any bugs/inconsistencies/etc.
Download from the manager. Wiki page here
You'll need the latest version (v1.6) of the Bulletin Board system.