Would it be possible tp introduce an Illegal mission structure. When you dock on any location, station or planet, you can access legitimate missions as now but also be able to select black-market/illegal missions.
The BM missions would temporarily reduce all reputations in that area whilst that mission is in progress and rely on you getting the mission done without getting caught.
By caught, introduce some little code into the AI so that military ships demand neutral ships halt for scanning. If you halt with a BM mission and are scanned your caught and get into a fight with the military (reputation set hostile temporarily) - permanently damaging your reputation in that area if you kill any. If you flee and complete the mission without killing anyone, your reputation reverts to 'your' normal state in that region.
illegal missions?
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Graven
- Ensign

- Posts: 33
- Joined: Mon May 26, 2008 4:43 pm
- Location: SW-UK
illegal missions?
Adrift in space, I\'m looking for the Jumpgate home but until then, I am a Mercenary!
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Graven
- Ensign

- Posts: 33
- Joined: Mon May 26, 2008 4:43 pm
- Location: SW-UK
illegal missions?
Some additional market items could be introduced then for the BM missions, illegal (un-quarantined) cattle movements, narcotics, slaves and other unsavoury yet profitable items that one worlds underclass may produce that another set on another world wants - by whatever means.
Adrift in space, I\'m looking for the Jumpgate home but until then, I am a Mercenary!
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Denninja
- Ensign

- Posts: 8
- Joined: Mon May 14, 2012 4:25 am
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Archon
- Ensign

- Posts: 14
- Joined: Tue Jul 03, 2012 2:06 pm
- Location: Somewhere in Space
illegal missions?
Black Market missions would be great
. Maybe if we could see some coders willing to try to make it.
Evochron Mercenary:




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Nigel_Strange
- Captain

- Posts: 1254
- Joined: Fri Mar 25, 2005 5:51 am
illegal missions?
Well, "illegal" is a kind of broad term.
The guilds do not get along with the navy, so if you consider the navy as "the law" then doing anything for the guilds would be "illegal." So, the general structure is still kind of there.
However, I do remember enjoying smuggling missions in which you would drop your cargo prior to being scanned, then pick it up again after the scan is over. Or, you would need to avoid the regular space lanes to lower the chances of encounters with the law. IN Freespace, there was a whole network of "under the radar" paths from point to point.
I could also see an upgrade to your ship: an unscannable cargo hold, which would be a black market item.
On the other hand, I could see Navy offering scanning jobs, in which you scan ships as they come through a gate and if the ship has contraband, you could start attacking it.
There is also the prospect of dropping cargo after you've been attacked so the pirats/navy will stop shooting you.
There was a game called Terminus that was really fun. You could get a gate sniffer that would allow you to see who has gone through a particular gate. The gate sniffer was, itself, a contraband item, but if you had one (you could park unmolested in pirate base or other areas with less-than-spotless legal records) you could track the target of an assassination contract across systems. It was actually rather fun to go from gate to gate, trying to catch up with your prey, and then finally see him/her on the scanner and close in as the time is running out, to make the kill.
So, there are all sorts of possibilities that would make the game play a little different.
The guilds do not get along with the navy, so if you consider the navy as "the law" then doing anything for the guilds would be "illegal." So, the general structure is still kind of there.
However, I do remember enjoying smuggling missions in which you would drop your cargo prior to being scanned, then pick it up again after the scan is over. Or, you would need to avoid the regular space lanes to lower the chances of encounters with the law. IN Freespace, there was a whole network of "under the radar" paths from point to point.
I could also see an upgrade to your ship: an unscannable cargo hold, which would be a black market item.
On the other hand, I could see Navy offering scanning jobs, in which you scan ships as they come through a gate and if the ship has contraband, you could start attacking it.
There is also the prospect of dropping cargo after you've been attacked so the pirats/navy will stop shooting you.
There was a game called Terminus that was really fun. You could get a gate sniffer that would allow you to see who has gone through a particular gate. The gate sniffer was, itself, a contraband item, but if you had one (you could park unmolested in pirate base or other areas with less-than-spotless legal records) you could track the target of an assassination contract across systems. It was actually rather fun to go from gate to gate, trying to catch up with your prey, and then finally see him/her on the scanner and close in as the time is running out, to make the kill.
So, there are all sorts of possibilities that would make the game play a little different.
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EN4CER
- Lieutenant

- Posts: 186
- Joined: Tue Jul 24, 2012 4:49 pm
- Location: Texas
illegal missions?
I am trying to write a custom mission for this now. In the 'informational' text I'm having a smuggler explain that you're picking up a contract to deliver compressed food but it's just a ploy. If you set your custom mission to a certain mission stage then there will be bad guys warping in chasing you the whole time. That's as close as I can get to a smuggling mission without looking at the source. I would love to help with this if any is needed.

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Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
illegal missions?
From post: 141499, Topic: tid=9388, author=EN4CER wrote:In the 'informational' text I'm having a smuggler explain that you're picking up a contract to deliver compressed food ....


