OXP suggestion - Galcop OXP
Posted: Tue Oct 12, 2010 12:07 pm
Since I lack any of the necessary skills to make an OXP of my own, I thought I'd post my ideas here. I have an idea for a GalCop OXP. Here are some thoughts:
- GalCop transponder. This piece of hardware can be bought from hacker outposts, and when activated makes your ship show up purple on other ships' radar screens. This is often enough to scare away pirates, and in some cases might even fool the cops themselves (especially if you are flying a Viper or other GalCop-favoured ship). Obviously impersonating a police officer is a very serious crime and if you get caught your legal status will be affected accordingly.
- GalCop recruitment! Join the GalCops! Anyone with a clean legal status and a rating above "mostly harmless" can join the force for an exciting career in law enforcement. A good way for young pilots to build up their ratings and bank account.
-- Signing up commits you to a 12 patrol tour of duty, after which you can either return to civilian life or sign up for an other tour.
--When you sign up your ship is automatically sold at market rates and replaced with a standarad issue GalCop Viper (or other oxp-added Galcop ship, ie barracuda). GalCop transponder fitted as standard, of course. Details of your own ship are stored by the game, to be offered for sale again at the end of your tour. (You don't get an option to keep the viper at the end of the tour)
-- You aren't allowed to buy / sell equipment on your viper while you are under GalCop contract.
-- You aren't allowed to buy cargo when you are under GalCop contract, and your viper has no scoops or passenger cabins.
-- Payment is 100 credits/patrol, and you get to keep any bounty & kill ratings you make on the job.
-- Recruitment is only available in relatively safe worlds. After your first few patrols, you will be ordered to report to a slightly more dangerous system, and patrol there, and so on until finishing your tour in a really dangerous system.
-- Each patrol is a formation flight with other Galcop ships to the witchpoint and back, shooting up any bad guys you see on the way.
-- In addition to the regular patrols, you may sometimes be called out when someone starts a ruckus on the station's doorstep.
-- If you are caught breaking the law (minor offence) while on duty, you will be reprimanded and fined upon return to the station, and then returned to duty. Major crimes would see your contract broken and you immediately reduced to fugitive status. This means your patrol-mates will turn on you, so you'd better hyper out of there pronto.
-- Of course you don't need to go on a killing spree if you can't be bothered to finish your tour properly. There's nothing to stop you just going AWOL in your shiny viper. They can fetch a nice price on the open market. Naturally, failing to report back on time from a patrol will break your GalCop contract (allowing you to buy cargo / hardware again) and lead to an instant fugitive status.
-- You may also be contacted by certain... shady characters, who will offer a generous supplement to your meagre cop's income. In exchange, they might ask you to ensure that a certain flight of ships doesn't get destroyed by your GalCop patrol. Quite how you achieve this is up to you, of course. You might try to mislead your fellow GalCops, or get them killed in an earlier encounter, or get in the way of their weapons fire, or ECM their missiles, or ram them, or bribe them (risky), or even shoot them... Of course in the latter case, you really do lose any kind of plausible deniability. And even if you manage to pull it off without making your interference obvious, there's no guarantee that you won't get found out anyway, and suddenly reduced to fugitive during a later patrol.
--Successful completion of a tour will earn you a 100 credit bonus and a nice little message on your status screen. Perhaps a medal of some kind. Extra medals might be awarded for exceptional acts of bravery.
-- A history of policework might make you more or less elligible for certain other missions available in other OXPs.
-- If you sign up for subsequent tours of duty, you will be thrown straight in to the dangerous systems, and might even qualify for special GalCop missions, worth extra cash and medals.
-- If you have a high enough status with Galcop, then you might get some perks as a civilian, after your tours have ended. 'Undercover' missions might be available, and you might even have enough influence to make local law enforcement turn a blind eye to any minor misdemeanours you may inadvertently commit...
- GalCop transponder. This piece of hardware can be bought from hacker outposts, and when activated makes your ship show up purple on other ships' radar screens. This is often enough to scare away pirates, and in some cases might even fool the cops themselves (especially if you are flying a Viper or other GalCop-favoured ship). Obviously impersonating a police officer is a very serious crime and if you get caught your legal status will be affected accordingly.
- GalCop recruitment! Join the GalCops! Anyone with a clean legal status and a rating above "mostly harmless" can join the force for an exciting career in law enforcement. A good way for young pilots to build up their ratings and bank account.
-- Signing up commits you to a 12 patrol tour of duty, after which you can either return to civilian life or sign up for an other tour.
--When you sign up your ship is automatically sold at market rates and replaced with a standarad issue GalCop Viper (or other oxp-added Galcop ship, ie barracuda). GalCop transponder fitted as standard, of course. Details of your own ship are stored by the game, to be offered for sale again at the end of your tour. (You don't get an option to keep the viper at the end of the tour)
-- You aren't allowed to buy / sell equipment on your viper while you are under GalCop contract.
-- You aren't allowed to buy cargo when you are under GalCop contract, and your viper has no scoops or passenger cabins.
-- Payment is 100 credits/patrol, and you get to keep any bounty & kill ratings you make on the job.
-- Recruitment is only available in relatively safe worlds. After your first few patrols, you will be ordered to report to a slightly more dangerous system, and patrol there, and so on until finishing your tour in a really dangerous system.
-- Each patrol is a formation flight with other Galcop ships to the witchpoint and back, shooting up any bad guys you see on the way.
-- In addition to the regular patrols, you may sometimes be called out when someone starts a ruckus on the station's doorstep.
-- If you are caught breaking the law (minor offence) while on duty, you will be reprimanded and fined upon return to the station, and then returned to duty. Major crimes would see your contract broken and you immediately reduced to fugitive status. This means your patrol-mates will turn on you, so you'd better hyper out of there pronto.
-- Of course you don't need to go on a killing spree if you can't be bothered to finish your tour properly. There's nothing to stop you just going AWOL in your shiny viper. They can fetch a nice price on the open market. Naturally, failing to report back on time from a patrol will break your GalCop contract (allowing you to buy cargo / hardware again) and lead to an instant fugitive status.
-- You may also be contacted by certain... shady characters, who will offer a generous supplement to your meagre cop's income. In exchange, they might ask you to ensure that a certain flight of ships doesn't get destroyed by your GalCop patrol. Quite how you achieve this is up to you, of course. You might try to mislead your fellow GalCops, or get them killed in an earlier encounter, or get in the way of their weapons fire, or ECM their missiles, or ram them, or bribe them (risky), or even shoot them... Of course in the latter case, you really do lose any kind of plausible deniability. And even if you manage to pull it off without making your interference obvious, there's no guarantee that you won't get found out anyway, and suddenly reduced to fugitive during a later patrol.
--Successful completion of a tour will earn you a 100 credit bonus and a nice little message on your status screen. Perhaps a medal of some kind. Extra medals might be awarded for exceptional acts of bravery.
-- A history of policework might make you more or less elligible for certain other missions available in other OXPs.
-- If you sign up for subsequent tours of duty, you will be thrown straight in to the dangerous systems, and might even qualify for special GalCop missions, worth extra cash and medals.
-- If you have a high enough status with Galcop, then you might get some perks as a civilian, after your tours have ended. 'Undercover' missions might be available, and you might even have enough influence to make local law enforcement turn a blind eye to any minor misdemeanours you may inadvertently commit...