Stolen Goods/Upkeep and Transport/Variable Wing Sizes

Going to toss a few in together here.



  • Stolen Goods-

When Jettisoning Cargo, there should be an option to implant a stolen cargo flag that is activated at a later time; the cargo would look identical to any other cargo, but would be labeled as stolen after a certain amount of time. It would be necessary for the player to purchase a Cargo Tracking Beacon, perhaps a size 1/2 module, to have this option. For instance, I leave Eravate with my Type-6, with a Size 2 Cargo Tracking Beacon. While on my way to my next stop, I'm interdicted by a player who demands I drop 10 tons of cargo. At the time I choose Jettison from the cargo screen, I can pick "Jettison Cargo (Tracked)". Based on the grade of my Cargo Tracker, a timer begins for the cargo to be flagged as stolen. Everything goes as planned, and the Pirate leaves to sell. Just before he arrives at dock, the Tracking Beacon activates and his cargo is flagged as stolen.​

There are a couple of modifications that can be made to this as well, for instance, it could be that when selling cargo on the Commodity Market that isn't yet flagged as stolen, but has a tracker, the player would accrue a fine or bounty when the timer expires to represent the cargo being searched and the tracker found. There could also be ways for the pirate to scan the cargo (Advanced Cargo Scanner?) to detect if a player is trying to pull a fast one and deal with the situation accordingly.



  • Ship Upkeep and Transport-

Kind of an oft-repeated request in that players would have the options to purchase transport or to have their ships transported to their current location for a fee based on distance. The other part to it, however, would be that the ships that are stored would accrue upkeep costs to be paid when swapping for your current ship. You could elect to sell the ship in storage (minus the upkeep costs) instead of paying the upkeep if you changed your mind. This would allow players to keep multiple ships in storage while also creating a money sink for the luxury of having a fleet at your fingertips.​

The transport in particular should also take some time in addition to the cost. If you were to ask a ship be brought to you from 200LY away, it might take an hour to reach your station.



  • Variable Wing Sizes-
Currently, the maximum Wing size is 4. This may be driven by a limitation in the engine (perhaps for console release). Therefore, I have two optional suggestions regarding wings based on if it is or it isn't a technical limitation.

The Wing Size would remain at a maximum of 4, but could now have a lower maximum based on the ships in the Wing. Wings would be converted to having a maximum points value of 26; each ship in the game would have a different points value based on their size and effectiveness. These point values would be modified to allow a maximum of 4 in the wing if the wing size must remain a constant, but a rough-up of the values is as follows:

SidewinderEagleHaulerAdderViperCobraType-6VultureAspType-7DropshipClipperOrcaFDLPythonType-9Anaconda
Points Value (Wing of 4)666677688888810101012
Points Value (Wing of 6)44446657778881010812




Obviously there are a lot of variables to be taken into account, but effectively what you'd end up with is some sort of modular wing size that allows smaller ships to fly in greater numbers than larger ships. The goal would be to make it so that you can mix and match larger ships with smaller to create a more effective wing. In the second case (my preferred option), you could have a single Anaconda equipped with larger fixed weaponry such as Class 3 & 4 Plasma Accelerators for use on opposing large ships, with two Vultures as escorts and Interceptors. You easily could then encounter an opposing group of 6 Eagles, which would make for a much more interesting battle.

 
  • Stolen Goods-
Not a fan. I think that it's just a little too messy. I think that dropping a tracker among the other cansters is a good idea (requiring some sort of scan before scooping to check if it's on there or not), but the time lapse remote enabled stolen flag is just a little unusual.​
  • Ship Upkeep and Transport-
I kinda like the idea of ship upkeep, especially for larger ships. Other's won't though. Once upon a time just flying larger ship was very expensive. Enough people cried, and now it's virtually free. I suspect those same people don't want to pay for their pythons and clippers they have sitting in stations.​
  • Variable Wing Sizes-

I've seen this suggestion before and I think it's a great one. I think rather than the numbers you've assigned, it'd be easier if you took the ship landing pad sizes as 1, 2, and 3, and assigned those to taking one, two, or three slots in a four man wing.
 
Not a fan. I think that it's just a little too messy. I think that dropping a tracker among the other cansters is a good idea (requiring some sort of scan before scooping to check if it's on there or not), but the time lapse remote enabled stolen flag is just a little unusual. I kinda like the idea of ship upkeep, especially for larger ships. Other's won't though. Once upon a time just flying larger ship was very expensive. Enough people cried, and now it's virtually free. I suspect those same people don't want to pay for their pythons and clippers they have sitting in stations. I've seen this suggestion before and I think it's a great one. I think rather than the numbers you've assigned, it'd be easier if you took the ship landing pad sizes as 1, 2, and 3, and assigned those to taking one, two, or three slots in a four man wing.

For the first, I have to admit the timer part was sort of a last minute addition as I started playing out what would generally happen in situations where you dropped tracked goods. I suppose if a separate scan was required to find the tracker on cargo, it would at the least buy the trader enough time to get their FSD back up and running.

On ship upkeep, it could also be handled by having higher transport costs, so that just having the ships doesn't incur costs, it's the act of actually getting them brought to you. Higher cost for higher distance traveled.

For the variable wing sizes, the solution you put out is certainly simpler. The only weakness I can see is that it makes a Sidewinder and a Vulture the same in a wing. The cost of the ships then becomes the limiting factor, but eventually we're going to be in a situation where players have trillions of Credits, so we'll see nothing but the tops ships in each classification. I do see that having a simpler tier system like you suggest could help this be a reality more easily though, and limit the variables that have to be balanced by FD. Worth putting some thought to for certain.

Thanks for the feedback!
 
For the variable wing sizes, the solution you put out is certainly simpler. The only weakness I can see is that it makes a Sidewinder and a Vulture the same in a wing. The cost of the ships then becomes the limiting factor, but eventually we're going to be in a situation where players have trillions of Credits, so we'll see nothing but the tops ships in each classification. I do see that having a simpler tier system like you suggest could help this be a reality more easily though, and limit the variables that have to be balanced by FD. Worth putting some thought to for certain.
...This is a great point. I don't know how to deal with this.

The 'suggestion that I saw before' that suggested this method came out before vultures did.
 
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