Forums » Suggestions
Npc convoys moving players inventory for hire
Kinda like a escort mission loaded with a players inventory. Mission reads convoy not at capacity heading to latos n2 with 120 cu available.
Cost credits when the convoy departs. Vulnerable to plunder in route. Inventory available upon arrival.
Great idea boom!
Cost credits when the convoy departs. Vulnerable to plunder in route. Inventory available upon arrival.
Great idea boom!
Great if this could be implemented.
I'm pretty sure I've supported and even suggested many of the iterations of this suggestion over the years.
Unless the Great Sadist Incarnate decides to make manufacturing easier- which is already substantially easier with trident support- I would +1 this if limited to between 120- 200 cu max capacity for players that would rather defend the transport against attack than fly moths themselves. More capacity than that and I think you run the risk of making manufacturing easier than the Great Sadist Incarnate intends.
Also I lean towards these missions being restricted to only traveling to traditional stations and not conq stations.
Unless the Great Sadist Incarnate decides to make manufacturing easier- which is already substantially easier with trident support- I would +1 this if limited to between 120- 200 cu max capacity for players that would rather defend the transport against attack than fly moths themselves. More capacity than that and I think you run the risk of making manufacturing easier than the Great Sadist Incarnate intends.
Also I lean towards these missions being restricted to only traveling to traditional stations and not conq stations.
+1
The player cannot choose where the convoy goes or how much space is available to them. The capacity and destination would be controlled by the mission. It's a escort mission with a players inventory in some of the npcs cargo space. I'm concerned it's not possible through the mission interface but I wouldn't know.
If the player in fact escorted the cargo I would be ok with this at any amount but if the player is not with the convoy when it docks then the cargo should in fact be forfeit.
Launch and forget should not be allowed even if the player disconnects. Otherwise we may as well start allowing auto pilot plugins and so on. VO does in fact have a defacto policy of players hauling and mining their own stuff around. I am pretty sure Incarnate doesn't want VO to turn into a game of mindless bots doing all the work of leveling etc like some other games we know.
"Great Sadist Incarnate" - Really Fluffers? John has a habit of pissing me off sometimes too but I generally try not to get carried away by my anger. Most of his choices have in fact been the correct ones....
Launch and forget should not be allowed even if the player disconnects. Otherwise we may as well start allowing auto pilot plugins and so on. VO does in fact have a defacto policy of players hauling and mining their own stuff around. I am pretty sure Incarnate doesn't want VO to turn into a game of mindless bots doing all the work of leveling etc like some other games we know.
"Great Sadist Incarnate" - Really Fluffers? John has a habit of pissing me off sometimes too but I generally try not to get carried away by my anger. Most of his choices have in fact been the correct ones....
I use that title with affection not anger. Having built 95% of my trident without help I think I have earned the right... :P Which I suppose makes me the Great Fluffy Masochist or some such.
The topic is certainly a good one for debate. You would also have the issue of players double dipping by flying a loaded moth with the convoy. If the price is right for having a bot move some cargo then I think it is a matter of using time/reward spent working at an earlier time of game play to pay for current work. I do lean in favor of this one but I can see why there would be concern.
The topic is certainly a good one for debate. You would also have the issue of players double dipping by flying a loaded moth with the convoy. If the price is right for having a bot move some cargo then I think it is a matter of using time/reward spent working at an earlier time of game play to pay for current work. I do lean in favor of this one but I can see why there would be concern.