Forums » Suggestions
Player Contracts
Might allow a player delivery (or mission)....
Explanation:
Enter station>PDA>Player Mission>Create Mission
Blank 1. Type of mission
Retrival, Delivery, Station Delivery
1. Delivery
Blank 1: Type of cargo needed to be delivered
Blank 2: Number of needed cargo (Minimum of 18)
Blank 3: Amount of Reasonable pay
List 1: A scrolling list that will display systems
List 2: Once a sytem has been selected
1. Delivery
Once the player has accepted the mission they will somehow figure
out how to get the paticular amount of cargo to the desired station.
Killing the player that the contract was made by will result in a mission failure.
The amount of pay will automatically be deducted from the contracter and transfered to the mission taker. The cargo will be Put in the contractors station cargo
2. Retrival
Blank 1: Valid type of cargo
Blank 2: Amount of Cargo
Blank 3: Amount or reasonable pay
The player must figure out how to retrive the desired amount of cargo to the station that it was made from, As seen above. Killing the contracter during the mission wil result in a mission failure. The credits will be exchanged. Cargo in station hold.
3. Station Delivery
List 1: System delivered to
List 2: Station Delivered to
Blank 1: Amount of Cargo
Blank 2: Type of cargo
Blank 3: Amount of reasonable pay
The player will be given the cargo from the contractors station hold. The cargo cannot be jettisoned, and when the player is killed, it will not be dropped. It will return to the players station hold.
General: If ANY contract is not taken in 7 days, the mission will be deleted from the list
Explanation:
Enter station>PDA>Player Mission>Create Mission
Blank 1. Type of mission
Retrival, Delivery, Station Delivery
1. Delivery
Blank 1: Type of cargo needed to be delivered
Blank 2: Number of needed cargo (Minimum of 18)
Blank 3: Amount of Reasonable pay
List 1: A scrolling list that will display systems
List 2: Once a sytem has been selected
1. Delivery
Once the player has accepted the mission they will somehow figure
out how to get the paticular amount of cargo to the desired station.
Killing the player that the contract was made by will result in a mission failure.
The amount of pay will automatically be deducted from the contracter and transfered to the mission taker. The cargo will be Put in the contractors station cargo
2. Retrival
Blank 1: Valid type of cargo
Blank 2: Amount of Cargo
Blank 3: Amount or reasonable pay
The player must figure out how to retrive the desired amount of cargo to the station that it was made from, As seen above. Killing the contracter during the mission wil result in a mission failure. The credits will be exchanged. Cargo in station hold.
3. Station Delivery
List 1: System delivered to
List 2: Station Delivered to
Blank 1: Amount of Cargo
Blank 2: Type of cargo
Blank 3: Amount of reasonable pay
The player will be given the cargo from the contractors station hold. The cargo cannot be jettisoned, and when the player is killed, it will not be dropped. It will return to the players station hold.
General: If ANY contract is not taken in 7 days, the mission will be deleted from the list
"The player will be given the cargo from the contractors station hold. The cargo cannot be jettisoned, and when the player is killed, it will not be dropped. It will return to the players station hold."
No. If somebody is hauling your cargo and I kill him, that cargo is mine unless somebody steals or buys it back from me. End of story.
Risk-lowering features are okay, such as being able to set restrictions on who can take the contract (nationality, faction levels, license levels, guild membership, black/white list by name, etc.), but there will always be risk that he might deceive you or that some pirate might loot him. That is one of the core aspects of Vendetta.
No. If somebody is hauling your cargo and I kill him, that cargo is mine unless somebody steals or buys it back from me. End of story.
Risk-lowering features are okay, such as being able to set restrictions on who can take the contract (nationality, faction levels, license levels, guild membership, black/white list by name, etc.), but there will always be risk that he might deceive you or that some pirate might loot him. That is one of the core aspects of Vendetta.
Interesting, but too complex to implement, and abuse-prone. And definitly not polished version...
Maybe a simpler version of player-generated content / missions would be preferable, and start more limited, like, only start only in conquerable stations, later extend to capitals.
Simple missions:
1. I want to purchase [__] crates of [____] for [__]c each (items not sold locally)
2. I wanna sell [__] crates of [____] for [__]c each (items must exist at station, and are taken immediatly)
3. I need to transport [__] crates of [____] from here to [___] station, pay [__]c. (items must exist at station, and are taken immediatly)
This indeed could be a first implementation of player-owned "shops" and a welcome increase in P2P trade content!!!
Maybe a simpler version of player-generated content / missions would be preferable, and start more limited, like, only start only in conquerable stations, later extend to capitals.
Simple missions:
1. I want to purchase [__] crates of [____] for [__]c each (items not sold locally)
2. I wanna sell [__] crates of [____] for [__]c each (items must exist at station, and are taken immediatly)
3. I need to transport [__] crates of [____] from here to [___] station, pay [__]c. (items must exist at station, and are taken immediatly)
This indeed could be a first implementation of player-owned "shops" and a welcome increase in P2P trade content!!!
No. If somebody is hauling your cargo and I kill him, that cargo is mine unless somebody steals or buys it back from me. End of story.
This.
This.
"The cargo cannot be jettisoned, and when the player is killed, it will not be dropped. It will return to the players station hold"
-1, no magical teleport.
-1, no magical teleport.
even though this thread is balls, ryan, you're point is hypocritical because the very fact that when players go boom, they magically teleport. I'm not saying that that should be changed, but at least there should be a better reason for wtf happens to you in the middle of space, because in essence, you ARE magically teleporting back to the station.
Ships are piloted remotely. End of story.
+1. No safety.
Even more, someone can take the mission and sell your cargo somewhere else and never return... so it rquires some memory, like if fail/abort do not offer again.
And a great addon for ConqStations... could give an interesting dynamics, reasons for rats conquer it and traders defend it... P2P trade FTW!
So ConqStations ideally could sell and purchase items for its owner, and host "missions" for its users... Grayspace is dangerous but becomes more attractive... all sorts of rare items selling in ConqStations, from hive power cells to widowmakers and capship components...
and the best reason to defend it: Everything selling there can be taken by its eventual conquerors!
And a great addon for ConqStations... could give an interesting dynamics, reasons for rats conquer it and traders defend it... P2P trade FTW!
So ConqStations ideally could sell and purchase items for its owner, and host "missions" for its users... Grayspace is dangerous but becomes more attractive... all sorts of rare items selling in ConqStations, from hive power cells to widowmakers and capship components...
and the best reason to defend it: Everything selling there can be taken by its eventual conquerors!
So...
If I understand this correctly, what you want is :
1. The ability to add buy orders
2. Courier contracts, ie "take this package from this station to that station"
Is that correct?
For #2, just add collateral. If the cargo is lost, then tough luck, but at least you (the person who added the contract) didn't lose anything as long as you set the collateral high enough.
If I understand this correctly, what you want is :
1. The ability to add buy orders
2. Courier contracts, ie "take this package from this station to that station"
Is that correct?
For #2, just add collateral. If the cargo is lost, then tough luck, but at least you (the person who added the contract) didn't lose anything as long as you set the collateral high enough.
Actually this sounds nice - with some midifications.
A general "bring X from Y to Z" might be good.
Say you're in odia and need something delivered from serco to itan space, you could then create a mission, and wiht some luck a player delivers it.
It could be goods you have in that very station, or bought goods. Goods you already have are higher-risk of course because if the player who took the mission got killed, well... you lost the cargo.
So basically, you can make another player transport goods from *you* on one station, to another station. Best also make it possible to choose the owning-player. So that I can say: "Deliver my 5 Pe-Mining Beams from Serco to Itan I3 (or whatever)", and the result is that Ninjr has 5 more Pe-Mining beams available in the cargohold in Itan I3 :)
- If there's not enough space in the hold for the target player, it will be owned be the player who created the mission.
- If there's not enough space for that player either, he will automatically rent more space.
- If he doesn't have the money for that, the cargo will simply be sold and the creator gets the money for it.
A general "bring X from Y to Z" might be good.
Say you're in odia and need something delivered from serco to itan space, you could then create a mission, and wiht some luck a player delivers it.
It could be goods you have in that very station, or bought goods. Goods you already have are higher-risk of course because if the player who took the mission got killed, well... you lost the cargo.
So basically, you can make another player transport goods from *you* on one station, to another station. Best also make it possible to choose the owning-player. So that I can say: "Deliver my 5 Pe-Mining Beams from Serco to Itan I3 (or whatever)", and the result is that Ninjr has 5 more Pe-Mining beams available in the cargohold in Itan I3 :)
- If there's not enough space in the hold for the target player, it will be owned be the player who created the mission.
- If there's not enough space for that player either, he will automatically rent more space.
- If he doesn't have the money for that, the cargo will simply be sold and the creator gets the money for it.