Mission idea - Hijack, Terrorists, Pirate ambush
Posted: Tue Jan 06, 2015 1:15 am
I have recently a taxi mission and got attacked by pirates while being completely unarmed (had to strip down everything to increase the jump range), I did ask the client if there was any danger and he said No. So I thought "You piece of crap, you led me into a trap" which lead me to an idea why not have it incorporated into the game on regular bases, i.e. why not have passengers that would attempt to hijack your ship or lead you into a pirate ambush or if asked to deliver goods somewhere the client could have a tracking beacon hidden in the cargo.
The steps for implementing idea I see the following:
1. Add 1 more "Where are you from?" question to the dialog with a potential client
2. As each system has a different "lawlessness" modifier, obviously if a client comes from a system with high "lawlessness" modifier the risk factor would be higher.
3, High risk factor may result in one of the following:
a) Hijack attempt - controls stop responding, various screen text messages to simulate the combat on board, jettison the passenger to withing certain time limit otherwise game end, as a result you keep you ship, but don't get paid for the mission, maybe get some of the passenger's belongings to compensate, loose some xp as mission not completed.
b) Pirate ambush - Increase probability of pirates spawning on you. -Fight your way through or run away if you manage to do so.
c) Terrorist attack - A set of explosions on board effecting ship's performance and hull integrity - jettison the cargo withing certain time limit otherwise game end, again you keep your ship, but don't get paid for the mission, lose exp, as a result it could also generate a "Revenge"type of mission (variation of an assassination mission where you attempt to get back at the guy who bombed your ship.)
Draft dialog for the "Revenge" mission:
-I have heard you are looking for [Insert the name of the guy] for $$$$ I could let you know where he is hiding now
-Why should I trust you? - the tipper would reply that he is a very untrustworthy informer from such and such system (again "lawlessness" factor , the tipper could provide you with a mission that result in nothing or even lead you into a pirate ambush, so make sure you check the map and read the info on the system he/she is from)
-Agreed (pay the amount, to receive the info and start the mission)
-That lowlife piece of crap is not worth that much (attempt to bargain for a better price)
-Revenge is a dish better served cold - (reject the offer, but don't clear the mission from the mission list, it may become available at another station)
-The galaxy is large and the time is precious, that jackass is not worthy of my time (reject the offer and remove the mission from mission list completely to prevent it from spawning again at other stations).
Those kind of clients could event offer a higher reward for their missions in order to try to lure you into a trap.
Just some ideas I had, wish I was game coding savvy to have a go at trying to implement them.
The steps for implementing idea I see the following:
1. Add 1 more "Where are you from?" question to the dialog with a potential client
2. As each system has a different "lawlessness" modifier, obviously if a client comes from a system with high "lawlessness" modifier the risk factor would be higher.
3, High risk factor may result in one of the following:
a) Hijack attempt - controls stop responding, various screen text messages to simulate the combat on board, jettison the passenger to withing certain time limit otherwise game end, as a result you keep you ship, but don't get paid for the mission, maybe get some of the passenger's belongings to compensate, loose some xp as mission not completed.
b) Pirate ambush - Increase probability of pirates spawning on you. -Fight your way through or run away if you manage to do so.
c) Terrorist attack - A set of explosions on board effecting ship's performance and hull integrity - jettison the cargo withing certain time limit otherwise game end, again you keep your ship, but don't get paid for the mission, lose exp, as a result it could also generate a "Revenge"type of mission (variation of an assassination mission where you attempt to get back at the guy who bombed your ship.)
Draft dialog for the "Revenge" mission:
-I have heard you are looking for [Insert the name of the guy] for $$$$ I could let you know where he is hiding now
-Why should I trust you? - the tipper would reply that he is a very untrustworthy informer from such and such system (again "lawlessness" factor , the tipper could provide you with a mission that result in nothing or even lead you into a pirate ambush, so make sure you check the map and read the info on the system he/she is from)
-Agreed (pay the amount, to receive the info and start the mission)
-That lowlife piece of crap is not worth that much (attempt to bargain for a better price)
-Revenge is a dish better served cold - (reject the offer, but don't clear the mission from the mission list, it may become available at another station)
-The galaxy is large and the time is precious, that jackass is not worthy of my time (reject the offer and remove the mission from mission list completely to prevent it from spawning again at other stations).
Those kind of clients could event offer a higher reward for their missions in order to try to lure you into a trap.
Just some ideas I had, wish I was game coding savvy to have a go at trying to implement them.