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Pirate jobs #1935
Pirate jobs #1935
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This is going to need some work till I say it's 100% ready to merge, mainly in the payment of the missions. I want them to be enough that it would be worth it to actually become a pirate but not too much that they're super easy to get money off of. Play testing and feedback would be helpful. Edit: It would also be nice to get some more ideas for names of illegal cargo and substances. |
hallucinogens The "Weaponized [animal]" entries are probably too silly. Also, the illegal transport missions should probably have "stealth" so you fail if scanned. What government wouldn't confiscate illegal goods they discovered? |
The same one that doesn't confiscate nerve gas grenades? |
They should confiscate nerve gas! That never made a lick of sense to me. Now that scanning is harder for governments, this stuff is more feasible. |
Agreed, balance wise nerve gas sits in a weird spot where if you don't have much money, you basically can't use it, but then you hit a point where you have enough money that you don't even blink an eye at 1,000,000 credits and you just use it all the time. Especially since the fine is the same for 1 nerve gas as it is for 175. I think rejiggering the risk/reward on it is a good idea |
or you cheat & delete the illegal part from your data file & invert a few words so it says "is a highly legal weapon" "isn't banned" "you can't be severly punished" "Also, they clear" |
My wife had an excellent idea: if you have a legit passenger job and land on a pirate world, you can be offered the chance to sell them into pirate slavery for a huge sum (especially for some of the more high-class passenger transport missions, like for executives, scientists, or Paradise Planet lovebirds). This would obviously torpedo your reputation in the civilized parts of the galaxy. I think this would be doable with existing mission syntax/features. |
That's a great idea; i really like player decisions that have real consequences..... imagine the payoff from selling 70 colonists!!! o.O |
Oooooooo Edit: I could scale it by what type of passenger job you have, but not the exact number of passengers. |
Not really.
|
Huh, thought you'd have to go and rewrite literally every passenger mission in the game... did not consider doing something like that. |
Just gotta figure out how to make the job fail. Edit: I'd need to put |
That would only offer if you have one of each passenger mission active. |
Fixed |
Does this look good?
|
This would make it so that having multiple jobs of the same type would all fail at once and only pay you once. Should I make a new slavery job for every single passenger job or just leave it like this? |
You should make these mission hold the fails for the passenger missions rather than putting them in the passenger missions themselves. |
Yeah, I edited having the mission itself fail the other mission instead of having those missions fail themselves. The one to one thing would be the best as well. |
Now I just need to test these. |
Looks good. Only problems are that So if you accept the mission to sell your passengers into slavery, you'll get the money. but the passengers will not be removed from your ship and the job stays in the mission board as if it wasn't removed until you land again. |
Nice job! These are all excellent. I think once you're a notorious pirate, bounty hunters should start appearing and attacking you. You can't just sell an entire colony into slavery and expect no one to notice! 😆 |
Is there a way to spawn fleets based on pirate reputation? |
Yes! I'm working on it right now... |
Yeah. There are already ones in game
It's just based off of combat rating. |
Here's my shot at it:
|
off -> away Slight wording change, and it really works either way, but I think that away sounds better here.
These require you to be hostile with law enforcement to pretty much do them anyways, in which case a law enforced planet can never be the destination and they will never offer.
Just read a few comments up... @Amazinite, that's not how it works now. As is interference plating offers a percentage chance that the scan will fail. Which also means that there is a percentage chance that the scan will succeed, resulting in all of your interference plating doing absolutely nothing in that moment. It's an all or nothing system. If each plating reduced the effective "Scan speed" of the scanner, then you would always be getting maximum value out of your plating. It could follow the same type of logarithmic function that it currently does. I think this would be a much more dynamic way of doing it, because right now it feels like 1 or 2 platings is just pointless. With a small fast ship and a time-based plating mechanic, I think it would feel much more useful, while still giving a commensurate amount of use to bigger ships that can afford to assign more space to them. |
I know, I said that's how it works.
I said that this effectively makes it so that it takes longer for you to get scanned, not that more interference plating decreases scan speeds (but using interference plating a lot more, it turns out that once they scan you and have failed, they don't reengage for another scan). That's what Kile was asking if it's like, and I actually would like a non-all-or-nothing system. |
Ok, misunderstanding. Kile said
and you said
I took that the wrong way without reading the rest of your comment closely enough. My bad. But yeah, seems like we agree on the all or nothing nature of the plating mechanic. I think if it was a delay-based system, the AI might need a tweak too. Kind of like "Hmm.... why is this scan taking so long? Hey! Why is he jumping all of a sudden... I better investigate" follows you to your destination trying to scan you And now you got a high speed chase on your hands! |
Actually, thinking about it... if the AI had some kind of flag that would initiate this behavior, it could allow the player to then hail the pursuing ship and offer a nice fat bribe to look the other way. Less than the cost of the appropriate fine, of course.... Just watch out for Mr. Good Cop |
A little late to this one and probably offtopic, but just had to say:
Because boarding someone who has nerve gas (it isn't something that can be ripped off the ship, you need to go inside to retrieve it) is always a good idea. xD It's more like "Hand over your illicit items or we will blast you out of the sky!" With illicit cargo it could be generally the same (except authorities would disable uncooperative suspect, plunder that cargo and "award" even bigger fine). As long as there aren't possibilities to invoke this in the game, just fining and returning to business as usual sounds reasonable for the authorities. |
…he war Avoids the player being able to cheat their way through enemy space while painted as an enemy ship.
More ideas for names of illegal cargo and substances: |
If I'm not being stupid, this means that you can't be attacked by hired guns during the war but you can before and after it.
This avoids someone being able to take an ID job and never actually complete it until say the middle of the war.
Any plans to add a way to advance through the Main Plot Events without joining Republic / Free Worlds / Syndicate? (e.g. chosen side = Pirate) |
That's really outside of the scope of this PR (I know you probably weren't meaning to have it in this PR though), but I do intend for this to lay the groundwork for a pirate storyline that a few people have shown interest in working on (and they said they'd actually like this to be merged to give pirates more flavor outside of being guys you can kill, making a pirate intro a little easier). |
Changed the escort jobs to check your merchant reputation instead because whether or not your escort is going to attack you is more important than if the law trusts you for these missions Changed the checks to greater than or equal to so that you can take the jobs if you're neutral with the involved governments
It's been a while, so I'm probably going to revisit this and rewrite some stuff soon. |
I think I'm going to split this PR into three parts because it's gotten a little big:
Closing this PR and opening others. |
Jobs available on pirate planets. Most of which are in some way illegal, either through the cargo you carry or through requiring you to attack merchants and law enforcement, and they are only offered to you if you have a high enough reputation with pirates or if you have proven yourself to them through having a high combat rating.
Instead of increasing job payments by increasing sizes, Pirate jobs are worth more per ton/passenger than other jobs,
The new jobs:
Other Changes:
I got a little bit of help from
@OmegaLokkes@Kryes-Omega for a few of the jobs at first, and @Bladewood, @Wrzlprnft, @Disiuze, @Pointedstick, and @kaylara contributed some cargo names.Issues that need done to make this work the best: