' Wrote:I think maybe it's best to have an OSC player "cash in" once per run, i.e. once per load of tourists, when he passes some tourist attraction. It's a nice artificial way to measure "distance." If you work more attractions into your route, more $. What's an attraction? Texas Incident debris, neutron star, that anomaly from Vanilla in the Badlands, etc.
Stopping on interesting planets without selling your cargo could also deliver an amount of $ per tourist accommodated.
That sounds like a LOT of work for Cannon and the rest of the scripters! Maybe YOU should contact and ask him about this idea ...
I really like the tourist attraction idea, but it sounds like it would be VERY hard.
I think making all people take up 0.5 space, would be going too far. I suggested making passenegers/refugees/scientists/vacationer/tourists take up one space, and VIPs take up 2 spaces, as well as putting an extra 4k onto all their prices (to increase the risk but not the reward) So that liners dont gain TOO much of an advantage.
The having you just obtain money as time goes by idea, I dont think would work, as people would just AFK and farm money.
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' Wrote:Good thought, but then you would get rich by loading up VIPs, moving 50k above the plane, and going AFK for the night. I think it would be exploited. Also, is that possible with the coding?
No you misunderstand me. By 'capping the amount of money accumulated' I mean the accumulation would STOP after 10 or 15 minutes (roughly the amount of time it would take for a regular run). Also you would not be able to continue by resetting that with the same load (i.e. re-logging). You have to SELL what you have in order to get the full worth of the load
Gaining cash by merely have the good in your cargo hold exploitable. Setting a cap so that it stops giving you cash after 10 or 15 minutes doesn't promote role play. I could load up, move 20k off the plane, tab out for 15 minutes, tab in sell my stuff and start over. Did I even have to move to make what a normal trader did? No. Did I have to role play at all? No. Horrid idea due to the fact it does not promote role play.
The idea of getting cash for flying out to a specific area with a load of passengers, tourists, VIPs, etc in your Liner or Yacht, however promotes role play. It pays the player for fulfilling their ships role. Great idea in my opinion. I'm not sure if it is possible with this game engine, but if it is it would be an amazing feature.
Then there is the idea to simple make human cargo take up less space on Liners or Yachts. Again, I don't know if that is possible but we can already set the size of cargo so I don't see why not. This would promote people using Liners or Yachts to use them to move human cargo as it would be more profitable. Thus it promotes people to use it for its true role play purpose (Don't forget, one can role play that they had the ship modifed for cargo duty, or refurbished it from a hulk for cargo duty.) However, this idea doesn't promote role play on the level the previous idea does. It is the most simple idea of the three though.
' Wrote:Gaining cash by merely have the good in your cargo hold exploitable. Setting a cap so that it stops giving you cash after 10 or 15 minutes doesn't promote role play. I could load up, move 20k off the plane, tab out for 15 minutes, tab in sell my stuff and start over. Did I even have to move to make what a normal trader did? No. Did I have to role play at all? No. Horrid idea due to the fact it does not promote role play.
The idea of getting cash for flying out to a specific area with a load of passengers, tourists, VIPs, etc in your Liner or Yacht, however promotes role play. It pays the player for fulfilling their ships role. Great idea in my opinion. I'm not sure if it is possible with this game engine, but if it is it would be an amazing feature.
Then there is the idea to simple make human cargo take up less space on Liners or Yachts. Again, I don't know if that is possible but we can already set the size of cargo so I don't see why not. This would promote people using Liners or Yachts to use them to move human cargo as it would be more profitable. Thus it promotes people to use it for its true role play purpose (Don't forget, one can role play that they had the ship modifed for cargo duty, or refurbished it from a hulk for cargo duty.) However, this idea doesn't promote role play on the level the previous idea does. It is the most simple idea of the three though.
I'd go with Ingenious' if given a choice.
Technically speaking, I'd just have a list of objects that you'd have to be within a certain distance of to get the payoff. Maybe type an /attraction command.
' Wrote:Technically speaking, I'd just have a list of objects that you'd have to be within a certain distance of to get the payoff. Maybe type an /attraction command.
Oh yeah! Using an attraction command for specific places (of course only if you have the proper ID). And it can only be used once every twenty four hours; and once for every attraction during that twenty four hour period. Perfect!
' Wrote:Only Liners, Yachts and the Armored Transport should be carriers of human cargo. Everything else is quite ooRP to my mind. VIPS are not the bulk cargo type!
Democritus is a transport, not a liner;)
Not exactly Oorp because what about if they were poorer people and they just wanted to sign on for a cargo ship to get someplace new for a fresh start, dont people do that on railroads?
' Wrote:Not exactly Oorp because what about if they were poorer people and they just wanted to sign on for a cargo ship to get someplace new for a fresh start, dont people do that on railroads?
Yeah ... SOME do that ... but not 600 VIPS in a Heron train;)Or 5000 scientists in a Titanic tanker:D