Search found 111 matches
- 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.
- 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?
- 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...
- 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...
- 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?
- 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...
- 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...
- Thu Aug 18, 2016 6:03 pm
- Forum: Pioneer development
- Topic: Beacons
- Replies: 11
- Views: 11074
Re: Beacons
impaktor, fluffyfreak - both great ideas!!
- 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 ...
- 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...