By request, here are the contract types for each number value in the new message system:
1 = Spy mission/contract
2 = Capital ship attack, destroy escort ships required
3 = Multiple waypoint patrol
4 = Transport commodities to a waiting ship
5 = Single waypoint patrol
6 = Attack and destroy enemy ace and supporting squadron
7 = Capital ship attack, engage a ship trying to pass through sensor detection, destroy escort ships required
8 = Escort capital ship to waypoint
9 = Transport commodities to a waiting ship
10 = Eliminate hostile intercept forces
11 = Destroy disabled capital ship and escort ships
12 = Destroy capital ship carrying valuable cargo, payment is provided by just destroying the capital ship
13 = Clean solar array
14 = Recover lost item
15 = Transport commodities to a waiting capital ship
16 = Locate lost item
17 = Clear path through asteroid field
18 = Timed race
19 = Race opponent
Contract number values...
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- Administrator
- Posts: 11564
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- Captain
- Posts: 1155
- Joined: Thu Sep 07, 2006 7:38 pm
- Location: Deep Space 9
Contract number values...
thanks vice!
I'll be using these in the dynamic server, I'm still trying to figure out what effect each will have, if anyone has a suggestion I'm willing to listen.
I'll be using these in the dynamic server, I'm still trying to figure out what effect each will have, if anyone has a suggestion I'm willing to listen.
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- Lieutenant
- Posts: 288
- Joined: Sat Dec 01, 2007 1:18 pm
- Location: Oregon
Contract number values...
It would be interesting to see if you could incorporate those into the news. Instead of listing everything that happened, you could do it by clan. ie, "Clan New School engaged numerous enemy fighters and capital ships in the Cerulean Conflict Zone today."
Or to limit the number of available contracts of that type with a reset timer. I don't know how feasible this would be, but you said ideas!
This could also limit the number of hostile ships in an area that has been effectively cleared of enemy fighters. At least for a few hours or something like that... who knows... ideas ideas!
Or to limit the number of available contracts of that type with a reset timer. I don't know how feasible this would be, but you said ideas!
This could also limit the number of hostile ships in an area that has been effectively cleared of enemy fighters. At least for a few hours or something like that... who knows... ideas ideas!
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- Commander
- Posts: 892
- Joined: Tue Jan 25, 2005 2:20 pm
- Location: Netherlands
Contract number values...
I'd say any fighting-related missions will change reputation faster than other. Anything 13+ should have no effect on the reputation, I think.
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