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When cops turn bad...

Posted: Fri Jan 26, 2007 1:35 pm
by Uncle Reno
From another thread,
Littlebear wrote:
Think the Cops turning bad is due to giving them the role escort. Pirates Pythons (for example) can have escorts. If Oolite picks your ship to escort a pirate then it will be generated as a pirate.
which got me thinking, why isn't there times when cops turn bad? Chances are that this would be more likely to happen in anarchies and such like but every so often you would come across a Viper whose pilot is enhancing his service pension using other peoples cargo. I don't know if this is actually possible using an OXP but it seems a cool idea to me. :)

Posted: Fri Jan 26, 2007 1:46 pm
by LittleBear
There you go!

BadCops OXP (1.4k). 10% chance when Oolite adds a Cop to a system that he'll behave as a pirate.

Can download it here :- http://www.box.net/public/c0i16jqpur

This is the entire code:-

Code: Select all

<?xml version="1.0" encoding="UTF-8"?> 
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> 
<plist version="1.0">
<dict>

<key>BadCop1</key>
  <dict>
	<key>like_ship</key>
	<string>viper</string>
	<key>bounty</key>
	<integer>0</integer>
	<key>cargo_type</key>
	<string>CARGO_NOT_CARGO</string>
	<key>has_ecm</key>
	<true/>
	<key>has_escape_pod</key>
	<true/>
	<key>has_scoop</key>
	<true/>
	<key>likely_cargo</key>
	<integer>2<interger>
	<key>max_cargo</key>
	<integer>10</integer>
	<string>police(0.1)</string>
	<key>ai_type</key>
	<string>pirateAI.plist</string>
	</dict>

<key>BadCop2</key>
  <dict>
	<key>like_ship</key>
	<string>viper-interceptor</string>
	<key>bounty</key>
	<integer>0</integer>
	<key>cargo_type</key>
	<string>CARGO_NOT_CARGO</string>
	<key>has_ecm</key>
	<true/>
	<key>has_escape_pod</key>
	<true/>
	<key>has_scoop</key>
	<true/>
	<key>likely_cargo</key>
	<integer>2<interger>
	<key>max_cargo</key>
	<integer>10</integer>
	<string>police(0.1)</string>
	<key>ai_type</key>
	<string>pirateAI.plist</string>
	</dict>

</dict>
</plist>

If you want to make them less or more likley change the number after the role.

Haven't tested it, but should work!

Posted: Fri Jan 26, 2007 1:51 pm
by TGHC
I think it should be a much lower %, say 1-2%.

Meeting cops is a very common occurrence, if 1 in 10 come at you then you'll be forced to either run or become a fugitive.

Posted: Fri Jan 26, 2007 2:03 pm
by Dr. Nil
Good idea.

I think it should be even lower than 1-2% to keep it a real surprise when it happens. A bad cop every 10 to 20 jumps or so seem way too often imo. Perhaps more like police(0.005) or even 0.003?

@LB: Or perhaps you should just sneak it quietly into an update of one of your oxps with a low role. It's even funnier if new players just come across them without having downloaded an oxp with the name. Perhaps they should get some lines like "Pull over, this is a bust!" and "Commander, your taillight is broken!"

Posted: Fri Jan 26, 2007 2:05 pm
by LittleBear
Oops just noticed I missed the <key>role</key> off before where is says police! Need to add that!

Posted: Fri Jan 26, 2007 2:12 pm
by Dr. Nil
I did have some ideas for cultural revolutions/purges happening at times in some commie systems, where the thought police would suddenly fine traders and attack casinos and missionaries.

Bad Cops could also do nasty stuff like fining the player (maybe minor amounts like 0.5Cr).

Posted: Fri Jan 26, 2007 2:32 pm
by Killer Wolf
that....sucks! you won't be able to defend yourself! if you fire on him you'll go Fudgey status and all the other cops will start on you :-\

Posted: Fri Jan 26, 2007 2:51 pm
by LittleBear
If you gave him a bounty then the other (non-corrupt) cops would fire at the Bad Cop. I think they would fire on him anyway if he attacked you or another Clean ship, as their AI has a scanforOffenders and a "OFFENCE COMMITTED" in it! Weird! :shock:

Posted: Fri Jan 26, 2007 5:39 pm
by Uncle Reno
Excellent. :) Cheers LB for the quick response. I do agree with Dr Nil in that this idea would be best incorporated into a larger OXP, presumably limiting when this happens to particularly governments isn't too difficult?

Perhaps you could even have missions where you have to act as bait by flying an extremely valuable cargo to an Anarchy system where Galcop suspect they are having trouble with crooked cops - you jump in with 1000kg of Platinum, the bad cop decides he wants a piece of your cargo, perhaps with his pirate buddies, and you have to survive until the law abiding cops turn up.

Uh oh, better get back to lurking before somebody suggests that I should learn to code that.... :wink:

Posted: Sat Jan 27, 2007 8:00 pm
by TGHC
Killer Wolf wrote:
that....sucks! you won't be able to defend yourself! if you fire on him you'll go Fudgey status and all the other cops will start on you :-\


Dr Nil has got it right I think, the likelihood of meeting a bad cop should be pretty remote in general gameplay, and when it does occur, it should most likely be in an unstable/anarchic system. It could occur more often in an OXP though where you could perhaps be an undercover agent, looking specifically for bad cops.

Posted: Sat Jan 27, 2007 9:22 pm
by LittleBear
Next Mission OXP!

"Good morning Mr Jameson, your mission should you decide to accept it, is to terminate with extreem prejudice the Rough Cop XXX in the YYY System. Should you be caught or killed, GalCop will disavow and knowlege of your actions. This Mission Briefing will self-descuct in five seconds...."