Forums » Suggestions
Dropping money on death.
I think players should drop money when they die. The maximum amount could be the cost of the ship, or possibly twice the cost of the ship.
I'm not a pirate, but I get embarrassed for them when they ask for money. I think I would enjoy the danger.
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Dr. Lecter's post below is equivalent, but formed better (copied here):
Why not just make player ship scrap always drop, and be worth a significant amount of money (depending on the ship: an EC 101 could be worth 100 credits per crate, an XC worth 100,000 per crate)? Perhaps such ships' wreckage contains more valuable salvagable systems, etc.
Imposing a penalty for death would be a good thing, too, as death is already laughed at by all - but it need not be linked to increasing the monetary reward for kills.
I'm not a pirate, but I get embarrassed for them when they ask for money. I think I would enjoy the danger.
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Dr. Lecter's post below is equivalent, but formed better (copied here):
Why not just make player ship scrap always drop, and be worth a significant amount of money (depending on the ship: an EC 101 could be worth 100 credits per crate, an XC worth 100,000 per crate)? Perhaps such ships' wreckage contains more valuable salvagable systems, etc.
Imposing a penalty for death would be a good thing, too, as death is already laughed at by all - but it need not be linked to increasing the monetary reward for kills.
I'm not a pirate, but I get embarrassed for them when they ask for money.
Thank god! I thought I was the only one...
Thank god! I thought I was the only one...
+1.000.000 to OP
-1
makes no sense. It would make more sense if every time, every ship drops all its cargo and addons.
Consider, my credits are on a bank, not in my ship. How could I drop any credit when my ship explodes?
Genka, raise it to 3 then... I never felt pleasure on someone's else misery...
makes no sense. It would make more sense if every time, every ship drops all its cargo and addons.
Consider, my credits are on a bank, not in my ship. How could I drop any credit when my ship explodes?
Genka, raise it to 3 then... I never felt pleasure on someone's else misery...
Hahahahahaha
I am not begging for money when I pirate. I'm providing a service, actually. I could just kill you. Instead, at the risk of not getting to kill you for a day, I give you the option to pay me to leave you alone. Which, believe it or not, some people do have enough sense to use on occasion.
And I agree with Alloh, it doesn't make any RP sense to drop money. Besides, they already drop their cargo and sometimes some of their gear, which can all be sold along with the scrap.
I am not begging for money when I pirate. I'm providing a service, actually. I could just kill you. Instead, at the risk of not getting to kill you for a day, I give you the option to pay me to leave you alone. Which, believe it or not, some people do have enough sense to use on occasion.
And I agree with Alloh, it doesn't make any RP sense to drop money. Besides, they already drop their cargo and sometimes some of their gear, which can all be sold along with the scrap.
It also doesn't make sense that when a ship is blown up the pilot ends up at the last station they set as their 'home' station. I'm suggesting game mechanics for a game; I think that pirating should be more profitable.
You could use your imagination for an explanation. Here's one: There's a demon that feeds on the fumes of exploding ships. To encourage explosions, the demon rewards the exploder by pooping out crates of credits.
You could use your imagination for an explanation. Here's one: There's a demon that feeds on the fumes of exploding ships. To encourage explosions, the demon rewards the exploder by pooping out crates of credits.
Why not just make player ship scrap always drop, and be worth a significant amount of money (depending on the ship: an EC 101 could be worth 100 credits per crate, an XC worth 100,000 per crate)? Perhaps such ships' wreckage contains more valuable salvagable systems, etc.
Imposing a penalty for death would be a good thing, too, as death is already laughed at by all - but it need not be linked to increasing the monetary reward for kills.
Imposing a penalty for death would be a good thing, too, as death is already laughed at by all - but it need not be linked to increasing the monetary reward for kills.
Pizzasgood: So, you offer to not mildly inconvenience people in exchange for money?
Yeah, that doesn't sound like begging at all.
Yeah, that doesn't sound like begging at all.
Dr. Lecter, I think the salvage is equivalent, but makes more sense. I will amend my original post with yours.
we already went over this on 100 pirates are the IRS of VO, we are simply collecting the tax revenue for the united systems of grey.
I really hate to agree with Alloh, but he's right. Even a broken clock is right two times a day, and this time he's right on the money.
On the other hand, I really hate to agree with Lecter, but he's also right. I wouldn't hurt for death to be a little more inconvenient than a slap on the wrist. The salvage idea isn't bad, and coupled with a universal increase in ship prices it could work OK.
-1 to dropping credits
+1 to dropping salvage
On the other hand, I really hate to agree with Lecter, but he's also right. I wouldn't hurt for death to be a little more inconvenient than a slap on the wrist. The salvage idea isn't bad, and coupled with a universal increase in ship prices it could work OK.
-1 to dropping credits
+1 to dropping salvage
Amazing, but I have to agree with Lelecter...
+1 to relate salvaged scraps to original ships' value.
Make the scraps worth around 10...20% the purchase value of ship, without addons (they drop apart).
+1 to relate salvaged scraps to original ships' value.
Make the scraps worth around 10...20% the purchase value of ship, without addons (they drop apart).
+1 to Lecter's salvageable system drops, but not valued as high as he proposes. The problem as I see it is that currently when your ship is highly damaged the repair cost can exceed the cost of a new ship. When this is the case, why not blow your own ship up just outside of the station, buy a new one, and salvage the drop for yourself? I don't like encouraging that scenario, as it doesn't seem right RP-wise.
Instead, I would propose for an XC to value the salvaged systems closer to 50,000cr nominally, have them be worth significantly less at stations where the ship is sold, and only have them drop a fraction of the time (20-25% of the time seems good).
[Edit] -1 to OP
Instead, I would propose for an XC to value the salvaged systems closer to 50,000cr nominally, have them be worth significantly less at stations where the ship is sold, and only have them drop a fraction of the time (20-25% of the time seems good).
[Edit] -1 to OP
Genka, begging requires that my motive is money. It is not. My motive is to help you reach your explosive destiny. I'm a very helpful guy, after all. Furthermore, I view it as my duty to help in this way, and I take great pleasure in assisting. In order to persuade me to not be my natural helpful self, an incentive is necessary. Plus, giving people the option to pay their way out makes things more interesting - will they pay, or will they fight/run/call-for-help/etc.
have them be worth significantly less at stations where the ship is sold
No need to nerf the whole thing, that tweak alone is enough.
No need to nerf the whole thing, that tweak alone is enough.
Just to clarify, Lecter, when you mentioned salvage drops, did you mean that they dropped custom-tailored salvage widgets, or a mix of widgets that already exist in-game (Scrap Metal, XiRire, etc) collectively worth up to a preset figure based on their base values?
Don't really care, though I suppose I thought they should drop some form of scrap metal with an especially high resale value (though obviously less than the lowest price for which you can buy the ship itself).
It would make more sense if every time, every ship drops all its cargo and addons.
No, it wouldn't. Some things must be damaged in the explosion. I agree (painfully) with Lecter's idea, but it should not be salvagable 100% of the time.
No, it wouldn't. Some things must be damaged in the explosion. I agree (painfully) with Lecter's idea, but it should not be salvagable 100% of the time.
I was just thinking of perhaps handling the whole mechanic in a similar manner to how bot drops work; except dropping the commodities utilized by the back-end pseudo-crafting that the server used to determine cost and availability, instead of the hive-specific widgets. And Scrap Metal, obviously.