Search found 111 matches

by clausimu
Tue Sep 20, 2016 7:40 am
Forum: Pioneer development
Topic: A collection of random ideas
Replies: 12
Views: 10537

Re: A collection of random ideas

No problem. It's been a while since I wrote it (late 2015?) - so I don't remember how thoroughly it has been tested. It is in my "wipe_crime" branch. If you want me to do anything with it, just let me know.
by clausimu
Mon Sep 19, 2016 12:43 pm
Forum: Pioneer development
Topic: A collection of random ideas
Replies: 12
Views: 10537

Re: A collection of random ideas

I thought I had already written a module for cleaning crime history for your "pirate stations"? I guess you weren't happy with it?
by clausimu
Fri Sep 02, 2016 6:18 pm
Forum: Pioneer development
Topic: Rebalance - third go
Replies: 45
Views: 77596

Re: Rebalance - third go

Once we have the variance of price - how to distribute that variability among systems/bases? It would be more logical for a player if commodity price depended on system factors (population, lawlessness, technology level, major economies). Actually, Gaussian distribution makes a lot of sense, as long...
by clausimu
Wed Aug 31, 2016 6:50 pm
Forum: Pioneer development
Topic: Rebalance - third go
Replies: 45
Views: 77596

Re: Rebalance - third go

I think it would be a shame to let this one fizzle away! I know, the momentum may be gone, but the need is still there and many spent hours are hidden in this thread. For market balance comparisons I dug around and could not find any good market numbers for Frontier/FFE, except for ship data (includ...
by clausimu
Tue Aug 30, 2016 6:39 pm
Forum: Pioneer development
Topic: Mission rewards for Search&Rescue missions
Replies: 2
Views: 5597

Re: Mission rewards for Search&Rescue missions

How many trips should it take to amortize purchase of a passenger cabin? 2 or 3?
by clausimu
Tue Aug 30, 2016 4:58 pm
Forum: Pioneer development
Topic: Mission rewards for Search&Rescue missions
Replies: 2
Views: 5597

Mission rewards for Search&Rescue missions

I am re-adjusting the mission rewards to account for the fact that personnel and fuel to be delivered/picked up are variable. Do these min/max numbers seem okay to you? I know, game balance is still an issue. Keep in mind that for the "high reward" missions below you will have to have sign...
by clausimu
Mon Aug 22, 2016 2:56 pm
Forum: Pioneer development
Topic: Beacons
Replies: 11
Views: 11074

Re: Beacons

impaktor: I agree completely. We need well designed search missions. That was my initial incentive to create the SAR script. But the way it is now is not very pleasant. It will take some more thought and work (flashing beacons?, pinging emergency signals? visual search grid?) to make it real fun. Un...
by clausimu
Thu Aug 18, 2016 6:03 pm
Forum: Pioneer development
Topic: Beacons
Replies: 11
Views: 11074

Re: Beacons

impaktor, fluffyfreak - both great ideas!!
by clausimu
Thu Aug 18, 2016 3:01 pm
Forum: Pioneer development
Topic: Beacons
Replies: 11
Views: 11074

Re: Beacons

Okay - I guess impaktor and FluffyFreak are right. Now thinking about it for two days, it would seem kind of odd to be so kind as to leave a beacon once you are rescued. I'm sorry for the extra work of creating the beacon model, nozmajner. I really like it! I will have to think of another reason to ...
by clausimu
Tue Aug 16, 2016 2:08 pm
Forum: Pioneer development
Topic: Beacons
Replies: 11
Views: 11074

Beacons

Sparked by the discussion about having system-wide emergency calls for out-of-system emergencies, nozmajner suggested implementing beacons as non-buyable ships that can be spawned by a script. The particular situation where I would use them right now is this: A ship goes missing in system B. The own...