Slaves

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

Post Reply
User avatar
Lucidor
Deadly
Deadly
Posts: 250
Joined: Tue Mar 28, 2006 5:59 pm
Location: Sweden

Slaves

Post by Lucidor »

I scooped up an escape pod today, thinking I was doing a good deed. Instead I got cornered in the customs and accused of being a slave trader. Luckily they were fairly reasonable when I handed over the "slave" and even paid me five credits for the loss of my "goods".

However, wouldn't it be nice if you got the option to choose what to do with slaves when you enter a docking facility?
  • If it's a fugitives or offenders you could hand them over to the police and get a reward.
  • You could choose to set them free and have a "career" as an anti-slave activist. Going around and buying up slaves to release them in other systems might not be an entirely good idea since you're creating a market for kidnappers, but still it might feel good to do it at times.
  • You could sell them
This probably ought to be done as soon as you dock. Even the selling. Selling could include the risk of getting caught.

And I've noticed that the same goods are illegal in all systems. I grew up with FEII where different systems had different items that were illegal which IMO made things more interesting. If that was introduced, some systems might take objection to setting slaves free too as they might not want immigrants with unknown skills, or even to anyone wanting to make a home in their system for whatever reason.
User avatar
Cholmondely
Archivist
Archivist
Posts: 6108
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Slaves

Post by Cholmondely »

Slaves in the Vanilla game are a bit odd (Classic Elite origins, I presume). And a plethora of OXPs have been written to try to normalise things.

https://wiki.alioth.net/index.php/Slaves
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
User avatar
Lucidor
Deadly
Deadly
Posts: 250
Joined: Tue Mar 28, 2006 5:59 pm
Location: Sweden

Re: Slaves

Post by Lucidor »

Do you have any suggestions? I didn't find any when I looked for slave in the OXP list.
User avatar
Wildeblood
---- E L I T E ----
---- E L I T E ----
Posts: 2763
Joined: Sat Jun 11, 2011 6:07 am
Location: Nova Hollandia
Contact:

Re: Slaves

Post by Wildeblood »

Lucidor wrote: Sun Jun 01, 2025 8:15 pm
Do you have any suggestions? I didn't find any when I looked for slave in the OXP list.
You could do me a favour by trying this under-developed one, and reporting your disappointments:-

https://wiki.alioth.net/index.php/Free_The_Slaves!_NGO
"Must keep this response efficient to preserve remaining context."
User avatar
Lucidor
Deadly
Deadly
Posts: 250
Joined: Tue Mar 28, 2006 5:59 pm
Location: Sweden

Re: Slaves

Post by Lucidor »

Wildeblood wrote: Sun Jun 01, 2025 8:37 pm
Lucidor wrote: Sun Jun 01, 2025 8:15 pm
Do you have any suggestions? I didn't find any when I looked for slave in the OXP list.
You could do me a favour by trying this under-developed one, and reporting your disappointments:-

https://wiki.alioth.net/index.php/Free_The_Slaves!_NGO
It seems to work just fine! I got five credits per ton and my criminal record was cleaned. Not much different from the previous experience with GalCop except that the slaves were freed immediately now instead of being sent to a rehabilitation facility.

What do you think of my other suggestions? Could they be included in this OXP?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 5193
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Slaves

Post by phkb »

Lucidor wrote: Sun Jun 01, 2025 6:52 pm
However, wouldn't it be nice if you got the option to choose what to do with slaves when you enter a docking facility?
Try the [EliteWiki] Illegal Goods Tweak mod.
Lucidor wrote: Sun Jun 01, 2025 6:52 pm
And I've noticed that the same goods are illegal in all systems.
Try [EliteWiki] Smugglers - The Galactic Underworld mod.
User avatar
Lucidor
Deadly
Deadly
Posts: 250
Joined: Tue Mar 28, 2006 5:59 pm
Location: Sweden

Re: Slaves

Post by Lucidor »

phkb wrote: Sun Jun 01, 2025 10:32 pm
Thanks! I wonder why this one isn't in OoliteStarter..
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 5193
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Slaves

Post by phkb »

Lucidor wrote: Mon Jun 02, 2025 11:02 am
Thanks! I wonder why this one isn't in OoliteStarter..
Well, it should be.
Image
User avatar
Cholmondely
Archivist
Archivist
Posts: 6108
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Slaves

Post by Cholmondely »

Lucidor wrote: Sun Jun 01, 2025 6:52 pm
I scooped up an escape pod today, thinking I was doing a good deed. Instead I got cornered in the customs and accused of being a slave trader. Luckily they were fairly reasonable when I handed over the "slave" and even paid me five credits for the loss of my "goods".

However, wouldn't it be nice if you got the option to choose what to do with slaves when you enter a docking facility?
  • If it's a fugitives or offenders you could hand them over to the police and get a reward.
  • You could choose to set them free and have a "career" as an anti-slave activist. Going around and buying up slaves to release them in other systems might not be an entirely good idea since you're creating a market for kidnappers, but still it might feel good to do it at times.
  • You could sell them
This probably ought to be done as soon as you dock. Even the selling. Selling could include the risk of getting caught.
On your list,

1) if they are fugitives and offenders who have been punished by being enslaved, why would you get a reward? Only if they had been freed - in which case they are the same as the pirates in my game, where I get rewarded for scooping them if I land at a GalCop-aligned station.

2) Is already a choice with the Illegal Goods Tweak OXP - you can release them yourself or do so via Amnesty Intergalactic or keep them as slaves and try and bribe customs to look the other way.


So what did you end up doing about this issue?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Post Reply