If you install this OXP things get worse.
Overview
Install this OXP, and the appearance of Anarchy-systems in Oolite will change. In certain Anarchy-systems you will find Hacker Outposts, Salvage Gangs, Sentinel Stations or Renegade Stations. Depending on your legal status these may be more or less useful to you, and docking with them may be more or less dangerous to you.
Anarchies.oxp also modifies the way how the game deals with your legal status in general. First of all a bad legal status will stick to you for a much longer time. If you don't commit more crimes, your status will get cleared after a while, just by jumping from system to system, as it was in the plain game. But once you are FUGITIVE and the stations don't accept requests from your docking computer anymore, this will take much longer than without this OXP installed. It may take almost forever to get downrated to an OFFENDER rating again. The OXP also shuts the back-door of using your escape pod to become CLEAN again. With Anachies.oxp installed, your legal status travels with you even in your escape capsule, and is locked into your new ship's transponder, as soon as you arrive at a station.
But the OXP offers also a variety of new ways of getting rid of an OFFENDER- or FUGITIVE-status. These ways include the purchase of certain items on certain asteroids; but also bribing a GalCop official in the main station of an Anarchy-system is an option. You can even do something for your legal reputation if you choose to help the cops (but this will not prevent them from attacking you, as long as you still are FUGITIVE or OFFENDER yourself).
Notable Features
1) In some Anarchies you will find a Hacker Outpost. These are huge inhabited asteroids, usually hidden in an asteroid field far away from the main station and GalCop's zone of influence. If you don't get a clue by one of their henchmen you won't find it. Even if the Hackers prefer Anarchies with a higher tech level, still they are technologically far ahead of that themselves. The Hackers are welcoming to a pilot who is - for whatever reason - in some trouble with GalCop, and they have a solution to offer - for a price. If you want, they can hack into GalCop's central database and clear your whole legal record, provided you have enough money to maintain the quite expensive sub-ether broadband connection they need for their work.
Apart from that you may be able to make some good deals with the Hackers. Living far away from the spacelines they are always in need of all every-day supplies. And they are happy to obtain the raw materials for their home-built computer systems. On the other hand there is not much pastime in the outpost apart from building sophisticated high-end soft- and hardware. So you may stumble over many an occasion in the outpost's market-section.
2) In some Anarchies, and even in non-Anarchy-systems, usually in the medium-range tech level, you can't miss the local Salvage Gang. Again this is a huge, hollowed-out asteroid, which is home to a gang of salvagers. You will find them wherever there is something to salvage, i.e. usually in the middle of the main corridor. Most of their business is legal, or at least not illegal enough to draw too much of GalCop's attention towards them. A clever commander will find many a bargain on the asteroid's market, especially as far as used alloys and machinery are concerned.
A visit to the Salvager's equipment store can perhaps be even more rewarding. Don't bother with the original, first-hand equipment. If they have any, it will be more expensive than in the system's main station. But quite often they manage to recover complete and (almost) unharmed equipment items from stranded shipwrecks. They refurbish and sell these items, and this is where you are in for some real bargains, if you feel the urge to fully equip your ship. The only question is: Can you trust the Salvager's advertising slogans? And what exactly is the "one-gunfight-guarantee(TM)"? But anyway, it's cheap; so you can probably even afford to fix it, if it breaks.
Finally for the not-quite-so-legal part of their business: If GalCop for some odd reason doesn't seem to like you, there will be a special piece of equipment, which you will be able to obtain in the more shady Salvage Gangs in Anarchy-systems; sort of under the counter, so-to-speak. It may or may not be helpful to you; you will find out.
3) In some of the rougher Anarchy-systems, usually at the lower end of the tech level-spectrum, GalCop already feels that it is losing control of the spacelines to the pirates. That's the reason for the installation of a Sentinel Station at the outer end of the corridor, somewhere close to the witchpoint. Seeing a Sentinel Station guard his way has been a relief for many a trader who had underestimated the real danger of making business in Anarchy-systems.
The Sentinel Station offers not only protection to honest pilots, but also a range of services in its equipment-section. Of course you're dealing with the military here, so don't expect shopping to be cheap. But on the other hand, the superior quality of the offered equipment is out of the question. A clever pilot, however, may make some good deals in the station's market.
Oh, and don't even think about attacking a Sentinel Station. If you are in range of its plasma turrets, this will have been your last thought.
4) It should also be mentioned that in some cases GalCop's fears were justified. It has lost control to the pirates, who simply have overrun the military station and turned it into a Renegade Station. Unfortunately for harmless traders there is no way to tell from the distance whether the outlaws already have taken over the station. And once you are in scanner range it may be too late. The Renegades love to attack unsuspecting victims (and suspecting victims as well, for that matter). And even if they are busy attacking somebody else, or you have luckily slipped through their scanner grid, please don't attempt to dock with the Renegade Station. No, really; don't. And if you do, don't say I haven't warned you!
On the other hand, if you feel you are one of them (and I'm not talking about some parking violations; what I mean is, if you are a real criminal), and have righteously earned a good bad reputation; well, in this case you should seriously consider to pay the Renegades a visit. Their station is as close to a safe haven for all sorts of racketeers as it gets. The equipment-department may not be worth a visit - in the fight following the initial attack on the Sentinel Station much of the stock was destroyed, and generally the Renegades are not very well-known for their particularly caring and careful attitude towards things anyway; so the few intact items remaining on the shelves are much sought after among the criminals on the station, and thus equally expensive. And that is, if you want to risk a gunfight with some awful-looking and heavily armed creatures in the first place, in order to even get to the store and bid for one of the rusty missiles. On the other hand, a visit to the Renegade Station's market may feel like pirates' paradise. It is here that you really appreciate why you chose this kind of career anyway.
5) Even some main stations offer new opportunities hitherto unknown to not-so-law-abiding pilots. If you have managed to dock at all, which may require manual abilities, depending on your register of previous convictions, and have passed through the initial controls without being forced to lick the hangar clean - you know what I mean - then it may be worthwhile to hang around in the equipment department, and watch out for dubious GalCop personnel. Rumour has it that especially in stations in Anarchy-systems discipline among GalCop officials has become a little lax, and you might find an officer willing to take a bribe for clearing your legal status. Of course the concience of an official of the Galactic Co-operative of Worlds, invested with a position of responsibility in an environment with a less-than-desirable amount of comfort and safety has its value, and therefore its price. A word of warning, though: If goes without saying that the attempt to bargain in such a delicate matter as bribing someone who has access to GalCop's central database will be at your own risk.
Featured Stations and Ships
- The Hacker Outpost. Dockable Asteroid.
- The Salvage Gang. Dockable Asteroid.
- The Sentinel Station. Dockable Station.
- The Renegade Station. Clone of the Sentinel Station.
- The Renegade Viper. Pirate ship, Hacker henchman and defense ship of Hacker Outpost and Renegade Station.
- The Salvager Phoenix. Defense ship of Salvage Gang and Renegade Station.
- The Salvager Tugger. Tugship of the Salvage Gang.
- A couple of tugged ships.
- Three bounty hunters. They will come after the player, as long as he is FUGITIVE.
Anarchies 1.0.oxp is available for download on Oosat1 (yes, you can still host your OXPs there!). Thanks to Cap'n Hack!