Forums » Suggestions
/explode should destroy some/all cargo you are carrying (IE no crates left but scrap)
This would allow for some RP scenarios involving cargo hijacking, with a means of stopping the hijackers from claiming your cargo.. but randomly.. obviously, if a moth goes boom with 120cu of lux goods there should at least be some residue of it.. what this will allow, is for a scenario of "stop your ship, and let me have your cargo" "sorry, this is top secret cargo, and i can only allow authorized personell to view it" "we'll take it by force then" "computer, activate self-destruct" and since the new UI has a timer for /explode, this makes it even more realistic. tnx
Neat, but it would make piracy even less profitable than it is now, and that would be no fun. Rather, make it a command. That way a trader can choose to destroy his cargo rather than let it be captured; on the other hand, if he's caught unawares or is adamant in keeping his cargo and escaping but fails to do so, the pirate/hijacker can benefit from it.
Actually, it'd be kinda cool if you could blow cargo up once it was OUTSIDE the ship too. Then, if you're flying in part of a convoy, you could at least prevent the Pie-Rats from making a profit if they smoke your wingmate and you're too far away to grab the loot before them.
Note I didnt say it would be destroyed when the ship goes pop when the pirate kills ya..but rather it would only disappear if the trader /explode which *is* a command. Plus, for each cu of finished product destroyed, perhaps it could be turned into some high leve ore like xith or whatever.. ores cant be destroyed, only finished products.. this would make it more realistic, as if ores can handle the high temps of the mining beams, they can handle an explosion fine too.
Gameplay > Realism
For the same reason I am against /exploding to deny a pk, I am against destroying cargo to deny profit to a pirate that deserves it (I know it's kinda...weird(?)).
Pirating is near-useless as it is, and this won't be helping.
For the same reason I am against /exploding to deny a pk, I am against destroying cargo to deny profit to a pirate that deserves it (I know it's kinda...weird(?)).
Pirating is near-useless as it is, and this won't be helping.
Its a bad idea to destroy loot.
Death comes too cheap in vendetta, and not that often if you play your game right..
Thumbs down to this.. sorry
Death comes too cheap in vendetta, and not that often if you play your game right..
Thumbs down to this.. sorry
/explode should just be removed. nuff said.
But i agree that it is possible to write missions with this kind of features like:
You: die evil bot! gimme your treasures! arr!
Bot: No wai noob! im programmed to deny you the information than leads to my hard earned riches as an npc pierat HAH!
*dogfighting occurs
Mission comp: hurry noob, the bot is going to explode. kill him! fast!
*You kill the bot, you can loot a datapad with coordinates or accesscodes and can go on with the mission
*You fail to kill the bot, evil laughter is heard over the ships com. and the bot splodes an you can loot some crap metals and remains of a melted datapad
You: die evil bot! gimme your treasures! arr!
Bot: No wai noob! im programmed to deny you the information than leads to my hard earned riches as an npc pierat HAH!
*dogfighting occurs
Mission comp: hurry noob, the bot is going to explode. kill him! fast!
*You kill the bot, you can loot a datapad with coordinates or accesscodes and can go on with the mission
*You fail to kill the bot, evil laughter is heard over the ships com. and the bot splodes an you can loot some crap metals and remains of a melted datapad
Make it a seperate command, /destroycargo, that takes 1 (maybe 3 or 5) second(s) per cu of cargo destroyed. Then the trader has the option to destroy their cargo, denying it to the pirate(s), but it'll take a long time for a lot of cargo, and if they die before it finishes, either by being blown up or /exploding, then the remaining cargo is jettisoned like it is now. I can just see it now, TraderJoe gets ambushed by 15 pirates, and he's only got 2 escorts, and he thinks it's hopeless, so he destroys his cargo, at least to deny it to the pirates. But then he actually manages to escape.... man he's kicking himself now.
And destroying cargo from missions, especially cargo that the faction giving the mission payed for, should have consequences. But not destroying mission cargo that "Must be kept out of the hands of our enemies at all cost", and then losing it should have consequences, too.
And destroying cargo from missions, especially cargo that the faction giving the mission payed for, should have consequences. But not destroying mission cargo that "Must be kept out of the hands of our enemies at all cost", and then losing it should have consequences, too.
Make it a buyable add-on. Smart-detonation device that eradicates all in the cargo bay or one type of cargo. I don't see any use for this yet, but in the future, when we have smuggled goods or confidential goods (military tech / stolen tech / experimental data / etc.) it would most definitely come in handy and add more depth to the gameplay.
I like Doukutsu's idea.
(Doukutsu, make me lieut!)
(Doukutsu, make me lieut!)
/off topic
Ah, crap, sorry about that Shape. I finally started getting back into VO... one of these days I'll catch you online. I think I lost any fighting skills that I had (not that I had many). :/
/off topic
Ah, crap, sorry about that Shape. I finally started getting back into VO... one of these days I'll catch you online. I think I lost any fighting skills that I had (not that I had many). :/
/off topic