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Pirate jobs #1935

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Pirate jobs #1935

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Amazinite
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@Amazinite Amazinite commented Dec 27, 2016

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:

  • Illegal cargo and drug running (scanning results in fine, unless it is a "stealth" job in which scanning results in failure + fine)
  • Wanted passenger transport (scanning results in fail + fine)
  • Slave transport (scanning results in atrocity)
  • Pirate escort jobs
  • Attacking local law enforcement, merchants, or rival pirate gangs
  • Defending pirate planets from law enforcement
  • Ransom situation jobs
  • Plunder secret cargo from merchant convoys

Other Changes:

  • Change the drugs in the friendly pirate hail that refers to drugs and adds a new one with pirates giving drugs a bad review.
  • Sell passengers into slavery on pirate worlds, getting a quick buck but massively hurting your reputation with factions in law enforced space,
    • Or release slaves on law enforced worlds to get a reward and boost your reputation with law enforced factions.
  • Normal passenger jobs do not offer if your reputation is negative with all law enforcement. This is to avoid making things like selling passengers into slavery too profitable and conquered planets becoming slave factories
    • Also a rep check on regional jobs. I don't think the Syndicate would trust you to test their ships if you have a negative rep with them.
    • Rep check on escort jobs because it makes no sense to escort a merchant who is hostile to you.
  • If your reputation with law enforcement is in the negative and your reputation with pirates is in the positive, then you are able to go to the job board on pirate planets and buy fake IDs that reset your reputation with law enforced factions to default. This can only be done up to 3 times, and the price increases the more you buy. First 10 million, then 20, then 30.
  • If your reputation with any law enforcement is too low, there is a chance that they will send bounty hunters after you on landing. There is a smaller version of a few interceptors when you hit -10 and a larger version of a heavy warship and either one medium warship or two light warships after you hit -200. This does not occur during the war.

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:

@Amazinite
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Amazinite commented Dec 27, 2016

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.

@Pointedstick
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Pointedstick commented Dec 28, 2016

Edit: It would also be nice to get some more ideas for names of illegal cargo and substances.

hallucinogens
nerve gas
stolen pharmaceuticals
bootleg alcohol
knockout pills
endangered animals
explosives
pain sticks
torture devices
opium
slaves (you don't give 'em bunks if you're evil...)
kidnapped scientists
napalm
military weapons
counterfeit artwork
counterfeit sculptures
plundered artifacts
forged IDs
stolen identities
unregistered IFF modules
undeclared nuclear fuel
embargoed goods
untraceable electronics
conflict minerals
outlawed pesticides
horse tranquilizers

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?

@Amazinite
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Amazinite commented Dec 28, 2016

The "Weaponized " entries are probably too silly.

¯\_(ツ)_/¯
Edit: as silly as high end restaurants serving fertilizer? ( ͡° ͜ʖ ͡°)

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?
I didn't want every single cargo mission to be "fail when scanned," that's why there is a stealth version and then two non-stealth versions that pay less.

@Pointedstick
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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.

@DingusShingleton
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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

@Lorantine
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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"
...
I'm not proud of it

@Pointedstick
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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.

@DingusShingleton
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That's a great idea; i really like player decisions that have real consequences..... imagine the payoff from selling 70 colonists!!! o.O

@Amazinite
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Amazinite commented Dec 28, 2016

Oooooooo
I think I could actually do that. I'm not sure how you could scale it with how many passengers you have, though.

Edit: I could scale it by what type of passenger job you have, but not the exact number of passengers.

@Amazinite
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Amazinite commented Dec 28, 2016

Bladewood said something about it probably taking a long time to accomplish

Not really.

to offer
	has "<passenger job name here>: active"
on offer
	dialog "The pirates of <planet> notice that you are transporting passengers. Sell them into slavery for <payment>?"
on accept
	"reputation: Merchant" -= 10
	"reputation: Republic" -= 10
	"reputation: Syndicate" -= 10
	"reputation: Militia" -= 10
	"reputation: Free Worlds" -= 10
	"reputation: Pirate" += 10
	payment 1000000
	fail

@ReimeiSky
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Huh, thought you'd have to go and rewrite literally every passenger mission in the game... did not consider doing something like that.

@Amazinite
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Amazinite commented Dec 28, 2016

mission "Selling into Slavery [0]"
	landing
	invisible
	repeat
	source
		government "Pirate"
	to offer
		or
			has "Passengers [0]: active"
			has "Passengers [1]: active"
			has "Passengers [2]: active"
			has "Passengers [3]: active"
			has "Passengers [4]: active"
	on offer
		dialog "Upon landing on <planet> a few pirates in the spaceport begin to eye up your ship. One of them approaches you."
		dialog `"I see you've got some passengers. You willing to take <payment> to give them over?"`
	on accept
		"reputation: Merchant" -= 10
		"reputation: Republic" -= 10
		"reputation: Syndicate" -= 10
		"reputation: Militia" -= 10
		"reputation: Free Worlds" -= 10
		"reputation: Pirate" += 10
		payment 2000000
		fail

Just gotta figure out how to make the job fail.

Edit: I'd need to put to fail: has "Selling into Slavery [0]: active" on all the jobs in the to offer part of this mission.

@jafdy
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jafdy commented Dec 28, 2016

That would only offer if you have one of each passenger mission active.

@Amazinite
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Fixed

@Amazinite
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Amazinite commented Dec 28, 2016

Does this look good?

mission "Selling into Slavery (Single Passenger)"
	landing
	invisible
	repeat
	source
		government "Pirate"
	to offer
		or
			has "Tourists out [0]: active"
			has "Tourists back [0]: active"
	on offer
		dialog "Upon landing on <planet> a few pirates in the spaceport begin to eye up your ship. One of them approaches you."
		dialog `"I see you've got a passenger. You willing to take <payment> to give them over?"`
	on accept
		"reputation: Merchant" -= 2
		"reputation: Republic" -= 2
		"reputation: Syndicate" -= 2
		"reputation: Militia" -= 2
		"reputation: Free Worlds" -= 2
		"reputation: Pirate" += 2
		payment 200000
		fail "Tourists out [0]"
		fail "Tourists back [0]"
		fail

mission "Selling into Slavery (Group Passengers)"
	landing
	invisible
	repeat
	source
		government "Pirate"
	to offer
		or
			has "Passengers [0]: active"
			has "Passengers [1]: active"
			has "Passengers [2]: active"
			has "Passengers [3]: active"
			has "Passengers [4]: active"
			has "Tourists out [1]: active"
			has "Tourists out [2]: active"
			has "Tourists back [1]: active"
			has "Tourists back [2]: active"
	on offer
		dialog "Upon landing on <planet> a few pirates in the spaceport begin to eye up your ship. One of them approaches you."
		dialog `"I see you've got some passengers. You willing to take <payment> to give them over?"`
	on accept
		"reputation: Merchant" -= 10
		"reputation: Republic" -= 10
		"reputation: Syndicate" -= 10
		"reputation: Militia" -= 10
		"reputation: Free Worlds" -= 10
		"reputation: Pirate" += 10
		payment 1000000
		fail "Passengers [0]"
		fail "Passengers [1]"
		fail "Passengers [2]"
		fail "Passengers [3]"
		fail "Passengers [4]"
		fail "Tourists out [1]"
		fail "Tourists out [2]"
		fail "Tourists back [1]"
		fail "Tourists back [2]"
		fail

mission "Selling into Slavery (Workers)"
	landing
	invisible
	repeat
	source
		government "Pirate"
	to offer
		or
			has "Transport miners to <planet>: active"
			has "Transport farmers to <planet>: active"
			has "Transport mill workers to <planet>: active"
			has "Transport workers to <planet>: active"
	on offer
		dialog "Upon landing on <planet> a few pirates in the spaceport begin to eye up your ship. One of them approaches you."
		dialog `"I see you've got some passengers. You willing to take <payment> to give them over?"`
	on accept
		"reputation: Merchant" -= 20
		"reputation: Republic" -= 20
		"reputation: Syndicate" -= 20
		"reputation: Militia" -= 20
		"reputation: Free Worlds" -= 20
		"reputation: Pirate" += 20
		payment 2000000
		fail "Transport miners to <planet>"
		fail "Transport farmers to <planet>"
		fail "Transport mill workers to <planet>"
		fail "Transport workers to <planet>"
		fail

mission "Selling into Slavery (Families)"
	landing
	invisible
	repeat
	source
		government "Pirate"
	to offer
		or
			has "Family [0]: active"
			has "Family [1]: active"
			has "Family [2]: active"
			has "Family [3]: active"
	on offer
		dialog "Upon landing on <planet> a few pirates in the spaceport begin to eye up your ship. One of them approaches you."
		dialog `"I see you've got some passengers. You willing to take <payment> to give them over?"`
	on accept
		"reputation: Merchant" -= 15
		"reputation: Republic" -= 15
		"reputation: Syndicate" -= 15
		"reputation: Militia" -= 15
		"reputation: Free Worlds" -= 15
		"reputation: Pirate" += 15
		payment 1500000
		fail "Family [0]"
		fail "Family [1]"
		fail "Family [2]"
		fail "Family [3]"
		fail

mission "Selling into Slavery (Colonists)"
	landing
	invisible
	repeat
	source
		government "Pirate"
	to offer
		or
			has "Colonists [0]: active"
			has "Colonists [1]: active"
	on offer
		dialog "Upon landing on <planet> a few pirates in the spaceport begin to eye up your ship. One of them approaches you."
		dialog `"I see you've got some passengers. You willing to take <payment> to give them over?"`
	on accept
		"reputation: Merchant" -= 50
		"reputation: Republic" -= 50
		"reputation: Syndicate" -= 50
		"reputation: Militia" -= 50
		"reputation: Free Worlds" -= 50
		"reputation: Pirate" += 50
		payment 5000000
		fail "Colonists [0]"
		fail "Colonists [1]"
		fail

@Amazinite
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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?

@jafdy
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jafdy commented Dec 28, 2016

You should make these mission hold the fails for the passenger missions rather than putting them in the passenger missions themselves.
And you should go the extra mile and try match them up 1 to 1.

@Amazinite
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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.

@Amazinite
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Now I just need to test these.

@Amazinite
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Amazinite commented Dec 28, 2016

Looks good. Only problems are that <payment> doesn't work in the dialog and the mission fail gets delayed until you reland.

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.

@Pointedstick
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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! 😆

@DingusShingleton
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Is there a way to spawn fleets based on pirate reputation?

@Pointedstick
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Yes! I'm working on it right now...

@Amazinite
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Yeah. There are already ones in game
This one's at the very bottom of the job file.

#must destroy hunters and land to fail
mission "Marauder Hunted"
	invisible
	landing
	repeat
	destination Earth
	source
		government "Republic" "Syndicate" "Free Worlds" "Neutral"
	to offer
		"combat rating" > 8103
		random > 96
	to complete
		never
	npc save
		fleet "Marauder fleet X"
		personality heroic nemesis plunders
		government "Bounty Hunter"
		system
			distance 5 5

It's just based off of combat rating.

@Pointedstick
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Here's my shot at it:

# Must destroy hunters and land to fail, and then it will be re-offered later
mission "Avoid being brought to justice for your heinous crimes"
	invisible
	landing
	repeat
	destination Earth
	source
		government "Republic" "Syndicate" "Free Worlds" "Neutral" "Pirate"
	to offer
		"reputation: Pirates" > 10
		"reputation: Republic" < -10
		random > 90
	to complete
		never
	npc save
		fleet "Bounty Hunters"
		personality heroic nemesis
		government "Bounty Hunter"
		system
			distance 5 5

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.
@Amazinite
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4d46c5e125654441b686d1ef2e379dcc
If that isn't the most ironic thing ever I don't know what is.

@DingusShingleton
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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.

@Amazinite
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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... It's an all or nothing system.

I know, I said that's how it works.

The more plating you have, the less likely they are to succeed

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.

@DingusShingleton
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Ok, misunderstanding. Kile said

what if interference plating instead of "hiding" outfits it would make scanning longer on you

and you said

That's effectively how it works now.

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!

@DingusShingleton
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DingusShingleton commented Mar 24, 2017

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

@Tadrix
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Tadrix commented Mar 24, 2017

A little late to this one and probably offtopic, but just had to say:

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.

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.

@kaylara
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kaylara commented Apr 9, 2017

More ideas for names of illegal cargo and substances:
Genetic engineering equipment
Genetic engineering instructions
Genetic engineering textbooks
Chemical weapons
Quarg wreckage
Quarg devices
Quarg body parts
Hai weapons
Hai body parts
Hai wreckage
Republic battle plans
Republic patrol schedules
Ancient artifacts
Hacked celebrity photos
Human organs (can repeat for each organ)
Military base blueprints (can repeat for each location that has a military base)
Compromising photos of Amazinite
Compromising photos of Michael
Rhino horns (or other game-specific animal parts... I can't remember any from the descriptions right now)
Compromising information about [member of congress]
Compromising information about [other people]
Shark fins
Dreadnaught blueprints
Fragments of Kor ships
Syndicate business plans
Highly invasive wombats
Highly invasive koalas
Highly invasive bamboo
Highly invasive brambles
Highly invasive snakes
Highly invasive mold spores
Highly invasive grass seeds
Highly invasive piranhas
Highly invasive moose
Smallpox blankets
Tainted medical supplies
Heavy water
Flux capacitors
Endangered [animal, plant, fungus]
Stolen mining equipment
Tarazed ship designs
Deep ship designs
Steroids
Pieces of a ring world structure

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.
@tehhowch
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tehhowch commented Jun 8, 2017

Any plans to add a way to advance through the Main Plot Events without joining Republic / Free Worlds / Syndicate? (e.g. chosen side = Pirate)

@Amazinite
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Amazinite commented Jun 8, 2017

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
@Amazinite
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It's been a while, so I'm probably going to revisit this and rewrite some stuff soon.

@Amazinite
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Amazinite commented Jun 18, 2017

I think I'm going to split this PR into three parts because it's gotten a little big:

  1. Generic pirate jobs
  2. Selling passengers into slavery on pirate worlds
  3. The missions where you reset your reputation with human governments.

Closing this PR and opening others.

@Amazinite Amazinite closed this Jun 18, 2017
@Amazinite Amazinite mentioned this pull request Jun 18, 2017
@Amazinite Amazinite deleted the pirate-jobs branch February 6, 2019 05:32
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