So, I was thinking, with the slaver ID the only real profitable way to make money from other players is to steal other slaver's slaves...
With my character at least, I'm hundreds of times more likely to demand crew from liners or vacationers/VIPs/Refugees/Tourists from OS&C. And for many slavers I imagine, they could not steal slaves from other slavers inRP. Slavers don't only transport slaves from point A to point B, they enslave people too.
I propose a /enslave command that only works with a Slaver ID, and turns any human cargo in your hold into slaves.
I've mused over this for a few days and the only problem I've been able to see is that your crew, if you have any, becomes enslaved as well...
Quote:I've mused over this for a few days and the only problem I've been able to see is that your crew, if you have any, becomes enslaved as well...
Well, if you were to add a new commodity, called "Slavers" or something like that, and made them buyable only on bases which also sold slaves, then had them unaffected by the /enslave command, then that could work, either that or just making spaceship crew unaffected, since I assume that the individual commodities would have to be tagged with something for the FLhook command to take effect.
' Wrote:the idea is nice - but i don t know if its possible...
it can be extended to more commodities - like:
miners being able to turn raw materials into processed / refined ones ( they are flying factories after all )
the barge being able to turn raw materials into finished products even
etc.
Great idea. If this is possible, the value of commands like this are already worth the trouble, imo. Though that's really up to Cannon.
' Wrote:Well, if you were to add a new commodity, called "Slavers" or something like that, and made them buyable only on bases which also sold slaves, then had them unaffected by the /enslave command, then that could work, either that or just making spaceship crew unaffected, since I assume that the individual commodities would have to be tagged with something for the FLhook command to take effect.
Slavers is a very good idea, Ship Crew being unaffected is not as that is the main group of "human cargo" that is piratable from the average player. If it is true that each commodity will have to be tagged to allow being switched to slaves, it won't make it much easier to make crew unaffected because all the non-human cargo will need to be tagged anyway.
Slavers or Slave Ship Crew is a very good idea though, thank you.
' Wrote:Itd be good if it could convert a piolets ship in space, so you could have a slaver/fighter kinda style of playing.
I don't really understand what you mean here.
It kinda seems like you want to be able to switch your ship in flight, is that right?
If so, then I disagree. Being able to switch ships in flight would be impossible to roleplay, and would be abused to no end.
Yeah, this is a really good idea. I mean if you kidnap a bunch of VIPs, can't you be sanctioned for selling them anywhere they actually sell for good money?
And if you sell them there, you're not even a slaver. You're just a guy taking them on holiday in a dirty ship.
Plus, you could turn captured pilots in to slaves too, which would also be nice.
Also agree with all of jinx's points. Turning scrap or ore into alloys or hull panels or what have you would be great, and also might get people mining again.
Enslaving all manners of humans with FLHook is a great idea, in my opinion, for all the reasons mentioned. It would work well for the kind of play TOME mentioned as well, destroying NPC ships and enslaving their pilots.
Using something similar for mining, however, doesn't seem to be very useful. If miners just convert ore to a metal right away, what will the ore ever be used for? Why would there be an ore commodity in the game? That discussion would be better suited to the Mining Concept Ideas thread, though.
my idea is different.... it should work similar to mining. Slave liners (and only slave liners), get turets similar to those for mining. When slave liner take mission with goal "destroy station", and this station will realy be destroyed by "special gun/s", FL hook release into space certain amount of "slaves" (same principe as super alloys after destruction of cargo ship). Slaver ID should multiply this number per certain %.
I agree, its a great idea, BUT, there might be potential for abuse here.
You might be able to buy passengers, VIPs etc. cheaply very close to a slave selling location. This then unbalances the trade system making the slaver ID ultra profitable.