Anarchies.oxp (v 0.1)

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: another_commander, winston

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Arexack_Heretic
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Post by Arexack_Heretic »

I wonder if it would be possible to script hackers to offer hacking your legal status in systems within 7LYs?
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Killer Wolf
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Post by Killer Wolf »

If this points system gets implemented it would be nice to display this on the F5 screen, so you can see exactly how bad you're getting - if the crimes you sdo result in a bounty on your head too (say, 25C for each innocent you kill) it would be cool to see that too. then we can boast about how big a badass we are on these very boards :-D
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Cmdr. Maegil
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Post by Cmdr. Maegil »

Cr25 is too much, soon some of you guys would have bouties of thousands on your sick heads. I'd say Cr4 or something like that...
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
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Arexack_Heretic
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Post by Arexack_Heretic »

yes, I agree that bounties only get upped when the police catch you scooping with your laser red-glowing, while responding to a (oddly missing) trader's distresscall.
bountyhunters hunting you is another oxp altogether, but could be fun if integrated with this idea.
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Captain Hesperus
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Post by Captain Hesperus »

Arexack_Heretic wrote:

Code: Select all

I'm sorry commander but spacelane robbery and murder are still capital offences in this state. 
Please follow this nice officer to your holding cell. 
You will be notified and collected for execution when your case-file has been processed. 

Have a nice day 'Commander'. <sniggers>
Use the famous 'Monopoly get out of Jail free card'. Or say it was your evil twin brother..

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Arexack_Heretic
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Post by Arexack_Heretic »

I just realised:

If one has a global or galactic reputation, based on average of localrep (or a set number of fugitive ratings) that sets every system to say offender, there would be no way to get rid of this badrep. :(
as everytime you enter a system it checks global rep vs localrep and adjusts your rep accordingly... the only way to remain cleared (if you cleared your rep locally somehow) would be to leave and never return...untill things cool down.

...globalrep should lower more quickly (averaged) then localrep....
localrep should lower somewhat everytime you jump in.
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Cmdr. Maegil
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Post by Cmdr. Maegil »

Arexack_Heretic wrote:
yes, I agree that bounties only get upped when the police catch you scooping with your laser red-glowing, while responding to a (oddly missing) trader's distresscall.
bountyhunters hunting you is another oxp altogether, but could be fun if integrated with this idea.
Once the separate parts are ready, merge the whole bunch in a single ''Pirate's life" megapack. It's easier to download and you won't have a problem with missing OXPs.

As for the bounty thing, why not just make it a function of the criminal status?
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
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Post by Cmdr. Maegil »

Arexack_Heretic wrote:
I just realised:

If one has a global or galactic reputation, based on average of localrep (or a set number of fugitive ratings) that sets every system to say offender, there would be no way to get rid of this badrep. :(
as everytime you enter a system it checks global rep vs localrep and adjusts your rep accordingly... the only way to remain cleared (if you cleared your rep locally somehow) would be to leave and never return...untill things cool down.

...globalrep should lower more quickly (averaged) then localrep....
localrep should lower somewhat everytime you jump in.
So, while even a feared infamous local pirate is a just minor criminal galacticwide speaking, Norman Mosser would have huge problems...

I like it!
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
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Arexack_Heretic
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Post by Arexack_Heretic »

Any ideas on how to rate the karma of a kill?

AFAIK there is no basic method for this...

A possible mechanism would be to remember score_number and credits_number.
while in flight continually check if it is incremented, If so reset the score to that new value and compare if credits_number is higher.
If so, the kill was good: "decrement: legal_status_number"
Else, the kill was bad: "Increment: legal_status_number"

I hope the X_number variables work identical to mission_variables...
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Post by Captain Hesperus »

Arexack_Heretic wrote:
Any ideas on how to rate the karma of a kill?
Sounds like a Zenarchy Monk phrase..

Oh, p.s. When a model for the Hacker/Salvage gang gets finished can I have a screenie for teh Wiki?

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Arexack_Heretic
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Post by Arexack_Heretic »

refresh my memory please...

will this work? :

Code: Select all

{
conditions = ("mission_variable1 greaterthan mission_variable_2");
do = ("set: mission_variable1 mission_variable_2");
}
This should change value1 to value2 IF value2 is bigger.

Or did variables as value go in sharp brackets?

Code: Select all

"set: mission_variable1 <mission_variable_2>"
:( or did can variables not be used as values?

Square brackets were for inserting variable 'values' into a text string, I remember.
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Arexack_Heretic
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Post by Arexack_Heretic »

Oh well. need some more help.

-what is the legal_number for a fugitive?

-decrementing legal_number by 1 evertime one enters the same system is that enough?
-I also increment or decrement by 1 if good or bad people get offed by the player.

-I dunno how much one gets tagged with by the police: they just slap a fine on your ass. :P or shoot you. ;)
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Arexack_Heretic
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Post by Arexack_Heretic »

# NOTE: startup: Currently at startup the player gets a clean rep everywhere at startup. We may change this later on.
# status_string oneof STATUS_DOCKED, STATUS_EXITING_WITCHSPACE in lieu of dockedAtMainStation_bool equal Yes, to prevent duplication of 256entries list.
# <fugitive> checked when Entering_witchspace needs to be replaced by the numerical value of legalStatus == fugitive.
# Escape pod or jumping galaxy both clean your entire rep, this probably needs some complexification.

Code: Select all

{ 
"Pirate_reputations" = (
	{ 
	conditions = (
		"mission_variable_active UNDEFINED");
	do = (
		"set: mission_variable_current_galaxy <galaxy_number>",
		"set: mission_variable_localrep_0	0",
		"set: mission_variable_localrep_1	0",
		"set: mission_variable_localrep_2	0",
		"set: mission_variable_localrep_3	0",
		"set: mission_variable_localrep_4	0",
		"set: mission_variable_localrep_5	0",
		"set: mission_variable_localrep_6	0",
		"set: mission_variable_localrep_7	0",
		"set: mission_variable_localrep_8	0",
		"set: mission_variable_localrep_9	0",
		"set: mission_variable_localrep_10	0",
		"set: mission_variable_localrep_11	0",
		"set: mission_variable_localrep_12	0",
		"set: mission_variable_localrep_13	0",
		"set: mission_variable_localrep_14	0",
		"set: mission_variable_localrep_15	0",
		"set: mission_variable_localrep_16	0",
		"set: mission_variable_localrep_17	0",
		"set: mission_variable_localrep_18	0",
		"set: mission_variable_localrep_19	0",
		"set: mission_variable_localrep_20	0",
		"set: mission_variable_localrep_21	0",
		"set: mission_variable_localrep_22	0",
		"set: mission_variable_localrep_23	0",
		"set: mission_variable_localrep_24	0",
		"set: mission_variable_localrep_25	0",
		"set: mission_variable_localrep_26	0",
		"set: mission_variable_localrep_27	0",
		"set: mission_variable_localrep_28	0",
		"set: mission_variable_localrep_29	0",
		"set: mission_variable_localrep_30	0",
		"set: mission_variable_localrep_31	0",
		"set: mission_variable_localrep_32	0",
		"set: mission_variable_localrep_33	0",
		"set: mission_variable_localrep_34	0",
		"set: mission_variable_localrep_35	0",
		"set: mission_variable_localrep_36	0",
		"set: mission_variable_localrep_37	0",
		"set: mission_variable_localrep_38	0",
		"set: mission_variable_localrep_39	0",
		"set: mission_variable_localrep_40	0",
		"set: mission_variable_localrep_41	0",
		"set: mission_variable_localrep_42	0",
		"set: mission_variable_localrep_43	0",
		"set: mission_variable_localrep_44	0",
		"set: mission_variable_localrep_45	0",
		"set: mission_variable_localrep_46	0",
		"set: mission_variable_localrep_47	0",
		"set: mission_variable_localrep_48	0",
		"set: mission_variable_localrep_49	0",
		"set: mission_variable_localrep_50	0",
		"set: mission_variable_localrep_51	0",
		"set: mission_variable_localrep_52	0",
		"set: mission_variable_localrep_53	0",
		"set: mission_variable_localrep_54	0",
		"set: mission_variable_localrep_55	0",
		"set: mission_variable_localrep_56	0",
		"set: mission_variable_localrep_57	0",
		"set: mission_variable_localrep_58	0",
		"set: mission_variable_localrep_59	0",
		"set: mission_variable_localrep_60	0",
		"set: mission_variable_localrep_61	0",
		"set: mission_variable_localrep_62	0",
		"set: mission_variable_localrep_63	0",
		"set: mission_variable_localrep_64	0",
		"set: mission_variable_localrep_65	0",
		"set: mission_variable_localrep_66	0",
		"set: mission_variable_localrep_67	0",
		"set: mission_variable_localrep_68	0",
		"set: mission_variable_localrep_69	0",
		"set: mission_variable_localrep_70	0",
		"set: mission_variable_localrep_71	0",
		"set: mission_variable_localrep_72	0",
		"set: mission_variable_localrep_73	0",
		"set: mission_variable_localrep_74	0",
		"set: mission_variable_localrep_75	0",
		"set: mission_variable_localrep_76	0",
		"set: mission_variable_localrep_77	0",
		"set: mission_variable_localrep_78	0",
		"set: mission_variable_localrep_79	0",
		"set: mission_variable_localrep_80	0",
		"set: mission_variable_localrep_81	0",
		"set: mission_variable_localrep_82	0",
		"set: mission_variable_localrep_83	0",
		"set: mission_variable_localrep_84	0",
		"set: mission_variable_localrep_85	0",
		"set: mission_variable_localrep_86	0",
		"set: mission_variable_localrep_87	0",
		"set: mission_variable_localrep_88	0",
		"set: mission_variable_localrep_89	0",
		"set: mission_variable_localrep_90	0",
		"set: mission_variable_localrep_91	0",
		"set: mission_variable_localrep_92	0",
		"set: mission_variable_localrep_93	0",
		"set: mission_variable_localrep_94	0",
		"set: mission_variable_localrep_95	0",
		"set: mission_variable_localrep_96	0",
		"set: mission_variable_localrep_97	0",
		"set: mission_variable_localrep_98	0",
		"set: mission_variable_localrep_99	0",
		"set: mission_variable_localrep_100	0",
		"set: mission_variable_localrep_101	0",
		"set: mission_variable_localrep_102	0",
		"set: mission_variable_localrep_103	0",
		"set: mission_variable_localrep_104	0",
		"set: mission_variable_localrep_105	0",
		"set: mission_variable_localrep_106	0",
		"set: mission_variable_localrep_107	0",
		"set: mission_variable_localrep_108	0",
		"set: mission_variable_localrep_109	0",
		"set: mission_variable_localrep_110	0",
		"set: mission_variable_localrep_111	0",
		"set: mission_variable_localrep_112	0",
		"set: mission_variable_localrep_113	0",
		"set: mission_variable_localrep_114	0",
		"set: mission_variable_localrep_115	0",
		"set: mission_variable_localrep_116	0",
		"set: mission_variable_localrep_117	0",
		"set: mission_variable_localrep_118	0",
		"set: mission_variable_localrep_119	0",
		"set: mission_variable_localrep_120	0",
		"set: mission_variable_localrep_121	0",
		"set: mission_variable_localrep_122	0",
		"set: mission_variable_localrep_123	0",
		"set: mission_variable_localrep_124	0",
		"set: mission_variable_localrep_125	0",
		"set: mission_variable_localrep_126	0",
		"set: mission_variable_localrep_127	0",
		"set: mission_variable_localrep_128	0",
		"set: mission_variable_localrep_129	0",
		"set: mission_variable_localrep_130	0",
		"set: mission_variable_localrep_131	0",
		"set: mission_variable_localrep_132	0",
		"set: mission_variable_localrep_133	0",
		"set: mission_variable_localrep_134	0",
		"set: mission_variable_localrep_135	0",
		"set: mission_variable_localrep_136	0",
		"set: mission_variable_localrep_137	0",
		"set: mission_variable_localrep_138	0",
		"set: mission_variable_localrep_139	0",
		"set: mission_variable_localrep_140	0",
		"set: mission_variable_localrep_141	0",
		"set: mission_variable_localrep_142	0",
		"set: mission_variable_localrep_143	0",
		"set: mission_variable_localrep_144	0",
		"set: mission_variable_localrep_145	0",
		"set: mission_variable_localrep_146	0",
		"set: mission_variable_localrep_147	0",
		"set: mission_variable_localrep_148	0",
		"set: mission_variable_localrep_149	0",
		"set: mission_variable_localrep_150	0",
		"set: mission_variable_localrep_151	0",
		"set: mission_variable_localrep_152	0",
		"set: mission_variable_localrep_153	0",
		"set: mission_variable_localrep_154	0",
		"set: mission_variable_localrep_155	0",
		"set: mission_variable_localrep_156	0",
		"set: mission_variable_localrep_157	0",
		"set: mission_variable_localrep_158	0",
		"set: mission_variable_localrep_159	0",
		"set: mission_variable_localrep_160	0",
		"set: mission_variable_localrep_161	0",
		"set: mission_variable_localrep_162	0",
		"set: mission_variable_localrep_163	0",
		"set: mission_variable_localrep_164	0",
		"set: mission_variable_localrep_165	0",
		"set: mission_variable_localrep_166	0",
		"set: mission_variable_localrep_167	0",
		"set: mission_variable_localrep_168	0",
		"set: mission_variable_localrep_169	0",
		"set: mission_variable_localrep_170	0",
		"set: mission_variable_localrep_171	0",
		"set: mission_variable_localrep_172	0",
		"set: mission_variable_localrep_173	0",
		"set: mission_variable_localrep_174	0",
		"set: mission_variable_localrep_175	0",
		"set: mission_variable_localrep_176	0",
		"set: mission_variable_localrep_177	0",
		"set: mission_variable_localrep_178	0",
		"set: mission_variable_localrep_179	0",
		"set: mission_variable_localrep_180	0",
		"set: mission_variable_localrep_181	0",
		"set: mission_variable_localrep_182	0",
		"set: mission_variable_localrep_183	0",
		"set: mission_variable_localrep_184	0",
		"set: mission_variable_localrep_185	0",
		"set: mission_variable_localrep_186	0",
		"set: mission_variable_localrep_187	0",
		"set: mission_variable_localrep_188	0",
		"set: mission_variable_localrep_189	0",
		"set: mission_variable_localrep_190	0",
		"set: mission_variable_localrep_191	0",
		"set: mission_variable_localrep_192	0",
		"set: mission_variable_localrep_193	0",
		"set: mission_variable_localrep_194	0",
		"set: mission_variable_localrep_195	0",
		"set: mission_variable_localrep_196	0",
		"set: mission_variable_localrep_197	0",
		"set: mission_variable_localrep_198	0",
		"set: mission_variable_localrep_199	0",
		"set: mission_variable_localrep_200	0",
		"set: mission_variable_localrep_201	0",
		"set: mission_variable_localrep_202	0",
		"set: mission_variable_localrep_203	0",
		"set: mission_variable_localrep_204	0",
		"set: mission_variable_localrep_205	0",
		"set: mission_variable_localrep_206	0",
		"set: mission_variable_localrep_207	0",
		"set: mission_variable_localrep_208	0",
		"set: mission_variable_localrep_209	0",
		"set: mission_variable_localrep_210	0",
		"set: mission_variable_localrep_211	0",
		"set: mission_variable_localrep_212	0",
		"set: mission_variable_localrep_213	0",
		"set: mission_variable_localrep_214	0",
		"set: mission_variable_localrep_215	0",
		"set: mission_variable_localrep_216	0",
		"set: mission_variable_localrep_217	0",
		"set: mission_variable_localrep_218	0",
		"set: mission_variable_localrep_219	0",
		"set: mission_variable_localrep_220	0",
		"set: mission_variable_localrep_221	0",
		"set: mission_variable_localrep_222	0",
		"set: mission_variable_localrep_223	0",
		"set: mission_variable_localrep_224	0",
		"set: mission_variable_localrep_225	0",
		"set: mission_variable_localrep_226	0",
		"set: mission_variable_localrep_227	0",
		"set: mission_variable_localrep_228	0",
		"set: mission_variable_localrep_229	0",
		"set: mission_variable_localrep_230	0",
		"set: mission_variable_localrep_231	0",
		"set: mission_variable_localrep_232	0",
		"set: mission_variable_localrep_233	0",
		"set: mission_variable_localrep_234	0",
		"set: mission_variable_localrep_235	0",
		"set: mission_variable_localrep_236	0",
		"set: mission_variable_localrep_237	0",
		"set: mission_variable_localrep_238	0",
		"set: mission_variable_localrep_239	0",
		"set: mission_variable_localrep_240	0",
		"set: mission_variable_localrep_241	0",
		"set: mission_variable_localrep_242	0",
		"set: mission_variable_localrep_243	0",
		"set: mission_variable_localrep_244	0",
		"set: mission_variable_localrep_245	0",
		"set: mission_variable_localrep_246	0",
		"set: mission_variable_localrep_247	0",
		"set: mission_variable_localrep_248	0",
		"set: mission_variable_localrep_249	0",
		"set: mission_variable_localrep_250	0",
		"set: mission_variable_localrep_251	0",
		"set: mission_variable_localrep_252	0",
		"set: mission_variable_localrep_253	0",
		"set: mission_variable_localrep_254	0",
		"set: mission_variable_localrep_255	0",
		"set: mission_variable_galrep	0",
		"set: mission_variable_active	Yes");
	}
	{
	conditions = 
		("mission_variable_active Yes");
	do = ( 
		{
		conditions = 
			("mission_variable_current_galaxy equal <galaxy_number>");
		do = (
		{
			conditions = ("status_string oneof STATUS_EXITING_WITCHSPACE, STATUS_DOCKED");
			do = (
			{		
			conditions = ("planet_number equal 0		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_0	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_0	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_0	, setLegalStatus: <mission_variable_localrep_0
			} );		
			{		
			conditions = ("planet_number equal 1		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_1	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_1	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_1	, setLegalStatus: <mission_variable_localrep_1
			} );		
			{		
			conditions = ("planet_number equal 2		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_2	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_2	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_2	, setLegalStatus: <mission_variable_localrep_2
			} );		
			{		
			conditions = ("planet_number equal 3		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_3	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_3	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_3	, setLegalStatus: <mission_variable_localrep_3
			} );		
			{		
			conditions = ("planet_number equal 4		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_4	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_4	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_4	, setLegalStatus: <mission_variable_localrep_4
			} );		
			{		
			conditions = ("planet_number equal 5		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_5	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_5	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_5	, setLegalStatus: <mission_variable_localrep_5
			} );		
			{		
			conditions = ("planet_number equal 6		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_6	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_6	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_6	, setLegalStatus: <mission_variable_localrep_6
			} );		
			{		
			conditions = ("planet_number equal 7		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_7	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_7	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_7	, setLegalStatus: <mission_variable_localrep_7
			} );		
			{		
			conditions = ("planet_number equal 8		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_8	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_8	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_8	, setLegalStatus: <mission_variable_localrep_8
			} );		
			{		
			conditions = ("planet_number equal 9		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_9	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_9	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_9	, setLegalStatus: <mission_variable_localrep_9
			} );		
			{		
			conditions = ("planet_number equal 10		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_10	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_10	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_10	, setLegalStatus: <mission_variable_localrep_10
			} );		
			{		
			conditions = ("planet_number equal 11		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_11	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_11	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_11	, setLegalStatus: <mission_variable_localrep_11
			} );		
			{		
			conditions = ("planet_number equal 12		");
			do = (		
			{		
				conditions = ("mission_variable_localrep_12	 lessthan mission_variable_Galrep");
				do = ("set: mission_variable_localrep_12	 mission_variable_Galrep");
				else = ("decrement: mission_variable_localrep_12	, setLegalStatus: <mission_variable_localrep_12
			} );	
	

<snip!>

pirate_rep b0.1, not yet tested:
http://home.tiscali.nl/arexack/Pirate_rep.oxp.zip
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Commander McLane
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Re: Anarchies.oxp (v 0.1)

Post by Commander McLane »

Thanks, all, for your reactions, ideas, comments and so on! Unfortunately yesterday I wasn't in the office for very long, when I came in the internet wasn't working, and when that was fixed and I just had a look at the posts electricity went off! :evil: So I couldn't reply. Just a usual work-day...

But now a few reactions. And as I--due to the circumstances--had a lot of time to write this offline, I apologize for this post being very long:

Captain Hesperus wrote:
PM me your text and I'll have a squizz, matey!
Thanks! I'm posting it this very moment.

---
Rxke wrote:
Commander McLane wrote:
When the player docks with a Hacker Outpost for the first time he is met by Cap'n Hack,
is that a reference to 'our' Capnhack? (Who (used to?) host Oosat1)


https://bb.oolite.space/profile.php? ... ofile&u=60
Of course it is! :wink: I hope he doesn't mind. :D

---
Commander McLane wrote:
b) I would like to give both Hackers and Salvagers a specific defense ship in case their asteroids are attacked. Now I recall someone writing in another thread that there are lots of ships out there and available, that haven't been used for a specific purpose. I'd love to incorporate one or two of them in Anarchies.oxp, as Hackers' and Salvagers's ships. Are there any suggestions on which would be good ships for them? Or is there any ship-designer out there longing to have his ships used for them?
I've chosen two ships that IMO work: The Renegade Viper for the Hackers (it is kind of a 'hacked' craft) and the Phoenix (being produced by using salvaged parts) for the Salvagers. Any comments on or objections against these choices (especially by their creators)?

---
Cmdr. Maegil wrote:
Commander McLane wrote:
1. Warlords (see Somalia, Afghanistan, Congo, etc.). They could be similar to commissar limousins in Commies, escorted.
In realworld they use mercedes or APCs, depending on where tre're going... Their funds are tied to war against each other, no way they'd band together to create a new 'Zil' limo.
Can't you just create a decal to be patched over an Executive shuttle, a Fer-de-Lance or an Asp?
I think it's a good idea to have a look at the existing ships and choose a Mercedes-like vessel. Mussurana perhaps? But it should have another paintjob. And I can't do this, because as I pointed out I am neither a modeller nor a texturer myself. I don't even have any of the necessary software.
Cmdr. Maegil wrote:
Commander McLane wrote:
2. Weapons Smugglers/Transports. As violent conflicts need to be fed they are to be found in any danger zone. Smugglers could use any ship, "official" weapons transports could be similar to the Armoured Transport 1 (perhaps an Armoured Transport 2?). Their likely cargo should of course be firearms.
5. Therefore also some kind of Transport Ships, in order to export these natural resources (perhaps gold, platinum or gemstones).
6. Fighters to protect all those.
It'd be the same ship. They'd go to the station, unload the weapons, load the goodies and jump out.
Good point. For smuggling weapons in and valuables out it would definitely be the same ship. But there could also be more "official" weapons transports sent by allies of one or the other faction.
Generally speaking, anarchists and warlords wouldn't have R&D development, rather just buying/copying preexisting models.
I tend to agree, but again (at least for eye-candy) they should have a different paintjob, which I can't do.
Cmdr. Maegil wrote:
Commander McLane wrote:
3. GalCop Peacemaking/Peacekeeping Troups. In some of the most infamous Anarchy Systems GalCop could make attempts to restore peace and order. They would need Troups Transporters and some other ships.
Use preexisting OXP military ships. It'd be nice to see them in action more often. Of course, the said OXP would have to be installed...

BTW, it's 'troops'.
Oops (or should I say trOops!?), you got me. Don't know what I was thinking of. Won't happen again.

Anyway, I guess the SWAT Viper and the Viper Cruiser would be obvious candidates. But the cruiser would perhaps be a little oversized? And no real troop transporter.
Cmdr. Maegil wrote:
Commander McLane wrote:
4. Some kind of Factory and/or Mining Stations. Some Anarchies could be rich in natural resources, and in fact in RealWorld this richness in some cases is directly related to them being anarchies. Think of Zaire/Congo, which has been made an anarchy by various local and regional players exactly because of its rich natural resources, which seem to be easier to exploit when there is no strong central authority. (If you don't recall the news over the last decade or so, think of "Blood Diamond", which deals with that, I presume (haven't seen it myself).)
Modifying the Commies' factories and gulags would make the work much easier.
I would be perfectly happy with that, but again I can't do it. That's why I'm posting here, asking whether any designers/modelers would be interested in co-working on this OXP.
Cmdr. Maegil wrote:
Commander McLane wrote:
7. Humanitarian Helpers / Foreign Aid Ships / NGOs working in the danger zone.

8. Reporters, also working in the danger zone.
Again, patch decals. These are civilians working with what they can get.
Yes and no. At least foreign aid people are not just civilians. I would expect the IRC (Intergalactic Red Cross) to have a pretty nice collection of vessels. They would not rent some private ship and just spray their logo on it. (BTW it's 'windshield' or '-screen'.) They same would be true for the humanitarian aid branch of GalCop (cf. UNHCR).

Anyway, thanks a lot for all suggestions! If you're interested in working on anything on this list, just let me know.

---

@ Roberto: Thanks for being with us here and sharing your thoughts.

First of all I admit that my phrasing wasn't optimal. You're right, it's not just about piracy, but mainly about the legal status in general, which is affected by committing acts of piracy, but also by trading illegal goods (and an Imperial Courier's holdful of Narcotics will give you a worse legal rating than intentionally blowing a Coriolis up!). That's the way Oolite handles penalties, it's not easy to change it.

In the beginning of the development of Anarchies.oxp stood the idea of making a bad legal rating last longer, because it was the general feeling of those involved in the A Pirates Joice-thread that it is too easy to become clean again, by jumping or by ejecting. So I made the bad legal rating last longer on the player. (But still, even with Anarchies.oxp installed, you can become clean just by jumping to other systems. It will however take longer, up to ca. 25 jumps in the worst case, compared to 8 jumps now.)

Together with that came the idea to have another way of becoming clean and ... the Multipass was born. Get clean in an instant, for a fair amount of money. And for its price-tag: First I set it to a maximum of 6000 cr and the only feedback I got on that (by Arexack_Heretic) was: "too cheap". So I made it more expensive.

There is also another (much cheaper) item that can make you clean, but there is a catch: a chance that it won't, so you would have to buy another one (which you can).

An then there was the idea that you should get a reward for helping the police, which would be another way of cleaning your legal status--eventually. This was realized by giving the player a (small) bonus on his legal status every time he kills a criminal.

In the A Pirates Joice-thread there was also a discussion about the whole way GalCop/Oolite treats you when you are a fugitive: they send the Vipers after you, but when you dock there is very rarely a penalty. You can dock manually all the time. You might have to wipe the hanger floor, but your licence is not shredded, your ship is not confiscated. You can trade as much as you want. Not very likely, we all agree, but ... all of this is not changeable without reprogramming the engine. So there is nothing we can do about it.

There is also nothing we can do about the save-in-other-places-than-the-main-station issue. So we should keep praying for that, but leave it alone for now.
If you're an offender/fugitive, you could be sent a comms message from another pirate, offering you the chance to pay to have the havens' nav markers show up in your Advanced Space Compass.
I would love to have that (see here: https://bb.oolite.space/viewtopic.php?t=3025), but with the current engine it's just not possible.

As for the idea of a "safe haven" for criminals, I am more on the side that argues that there can't be such a thing, as criminals always would go after each other as well, so a place saying "we are welcoming you, because you are a criminal and we are criminals, so we are united in the great brotherhood of criminals and never will hurt each other" would make no sense. (In Assassins there are even criminal organizations, but--as factions with enmity between each other, so there couldn't be a place where they all would be safe.)

There was even the idea of introducing a new government-class of systems, Criminals, where you could safely land on the main station as a fugitive. (But the main stations are run by GalCop, not by the system's government!) Even if that would be scriptable in an OXP (which I doubt), it would be a huge change of the Ooniverse. So I went for Anarchy systems instead, because, while certainly not being a safe haven for anyone, they are the systems least under GalCop control and influence, so any criminal activity can blossom more in anarchies than in the other systems.

Thinking of that: Perhaps the "flavour"-ships for anarchies could also be all sorts of criminals instead of warlord-types. Wouldn't drug-dealers, illegal bookmakers, money-launderers, illegal gambling-operations be found in anarchies where the police either isn't there or is bribed?

---
Killer Wolf wrote:
one thing i have noticed, is that the Viper response seems very subdued complared to Elite.
I also feel this way. It could easily be changed by inserting a few more launchDefenseShip-commands into stationAI, not only when "RED_ALERT", but also in every ATTACKED and every "INCOMING_MISSILE". Could even be a small stand-alone-OXP, only containing the modified stationAI.plist.

So much for now. Apologies again and thanks for your patience while reading this long post.
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Post by Commander McLane »

:shock: Wow! There have been a lot of things going on here since yesterday. It'll take me some time to swallow all that.

But please, keep going posting your ideas.

@ Killer Wolf: Got your message and pm'd you back.
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