Emergency "Help Me" module

I have 2 thoughts on this. One, might I suggest then a way to tow ships. If you run to go get another ship in your escape pod then why not come back and haul it to a station. Two, with the towing idea in mind, building off your abandoned ship nav beacon, why not let everyone in system see the nav beacon and who knows maybe someone, like myself, that happens to be in system with a tow hook can come by and snatch up a nice free ship sitting there.

Also, the tow hook idea would be a great addition to the emergency beacon. Lets say you answer a distress call and don't have enough fuel to spare, just tow the distressed back to civilization. For a fee of course cuz its all about profitssss.

This comes back to an earlier idea I was thinking about with multiple ships. In the pitch in the DDA for Elite, there's a concept of ships inside ships, which is looking like it may be quite limited in terms of use, given the final structure of the ships and the cargo doors etc.. Rather than do that and have limited options, what about a docking arm that can attach another ship on the outside, and thereby slaving it (like in 2010 when the Leonov docked with the Odyssey to escape Jupiter).

The docking arm then makes the physics simple, rather than a space-grapple. Later when the ship interior stuff is active, this docking arm acts as the corridor between ships.

Each docking arm extends from the cargo hatch doors to the other ship's cargo hatch doors, so you can't chain more than 2 ships together.

What's to stop pirates from attacking and then running off with stuff. Absolutely nothing. But then if the person is a bounty hunter or explorer, there's no cargo to steal anyway, and if you shoot the ship, you don't get paid. It's only if a trader runs out of gas will there be anything to steal, and that's not really going to happen much at all.
 
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The only 'help me' module you will ever need:

th
 
What are those? Are they media?

For entertainment, in my ship, I keep the complete data-flake of all 8,281 seasons of Buffy The Vampire Slayer (including the first few seasons from back in the old flatscreen days)

No, in the UK a long time ago Hamlet cigars had adverts depicting a guy who smoked a cigar after he suffered a major calamity.

So, set your self destruct and have a smooth cigar as the counter ticks down....

[video=youtube;NIckHmwZAeI]http://www.youtube.com/watch?v=NIckHmwZAeI[/video]

And if any youngsters are here...smoking bad, m'kay?
 
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How about this: you can launch a distress beacon if your ship is too low on fuel to get to the nearest outpost. Launching the beacon posts a rescue mission with a time limit to the nearest bulletin board; the reward for the rescue can be roughly half of what it would cost for you to lose your ship and start again, plus big reputation improvements. To rescue you a ship has to transfer you fuel and and both ships will then automatically plot courses to the nearest outpost only. Upon arrival the rescuer is rewarded immediately out of station funds, and you are given a debt of the same amount broken up into 3 installments which have consecutive time limits (like fines), failure to pay within the time limit attracts compound interest and reputation decay. To prevent piracy against rescuers, when you launch a distress beacon you automatically go to silent running and all weapons power is diverted to life support. You can't do much else but sit tight and hope to be rescued. There could then be fines and reputation damage for firing upon or looting a ship in distress, these would be many times more severe for the one responding to the rescue mission. So, the rewards for helping far outweigh any gains for taking advantage of the situation.

Perhaps there could even be paint jobs, decals and ranking perks for people making a habit of rescuing? That way it opens up a new, more altruistic player career, and career rescuers can be identified more easily. People may be more reluctant to attack them knowing they may need their help later. You don't want to wait for a rescue, and then when the ship turns up and it's someone you tried to rob earlier, they choose to abandon the mission...
 
How about this: you can launch a distress beacon if your ship is too low on fuel to get to the nearest outpost. Launching the beacon posts a rescue mission with a time limit to the nearest bulletin board; the reward for the rescue can be roughly half of what it would cost for you to lose your ship and start again, plus big reputation improvements. To rescue you a ship has to transfer you fuel and and both ships will then automatically plot courses to the nearest outpost only. Upon arrival the rescuer is rewarded immediately out of station funds, and you are given a debt of the same amount broken up into 3 installments which have consecutive time limits (like fines), failure to pay within the time limit attracts compound interest and reputation decay. To prevent piracy against rescuers, when you launch a distress beacon you automatically go to silent running and all weapons power is diverted to life support. You can't do much else but sit tight and hope to be rescued. There could then be fines and reputation damage for firing upon or looting a ship in distress, these would be many times more severe for the one responding to the rescue mission. So, the rewards for helping far outweigh any gains for taking advantage of the situation.

Perhaps there could even be paint jobs, decals and ranking perks for people making a habit of rescuing? That way it opens up a new, more altruistic player career, and career rescuers can be identified more easily. People may be more reluctant to attack them knowing they may need their help later. You don't want to wait for a rescue, and then when the ship turns up and it's someone you tried to rob earlier, they choose to abandon the mission...

I like your ideas, very well thought out and entirely doable. Well done Commander!
 
How about this: you can launch a distress beacon if your ship is too low on fuel to get to the nearest outpost. Launching the beacon posts a rescue mission with a time limit to the nearest bulletin board; the reward for the rescue can be roughly half of what it would cost for you to lose your ship and start again, plus big reputation improvements. To rescue you a ship has to transfer you fuel and and both ships will then automatically plot courses to the nearest outpost only. Upon arrival the rescuer is rewarded immediately out of station funds, and you are given a debt of the same amount broken up into 3 installments which have consecutive time limits (like fines), failure to pay within the time limit attracts compound interest and reputation decay. To prevent piracy against rescuers, when you launch a distress beacon you automatically go to silent running and all weapons power is diverted to life support. You can't do much else but sit tight and hope to be rescued. There could then be fines and reputation damage for firing upon or looting a ship in distress, these would be many times more severe for the one responding to the rescue mission. So, the rewards for helping far outweigh any gains for taking advantage of the situation.

Perhaps there could even be paint jobs, decals and ranking perks for people making a habit of rescuing? That way it opens up a new, more altruistic player career, and career rescuers can be identified more easily. People may be more reluctant to attack them knowing they may need their help later. You don't want to wait for a rescue, and then when the ship turns up and it's someone you tried to rob earlier, they choose to abandon the mission...

The problem with a "rescue career" is that the galaxy is big, and this is only going to be effective in a limited number of systems and so-minded players need to be online at the same time. I'd have to be at a station, relatively nearby, and care, and also then not see a tasty looking 400,000 assassination mission. If it were an NPC rescue though, something that took a few minutes to turn up (30 seconds for every 15LY jump you are away from the nearest station), then the game could do a few things:

1) Put up a "Rescue Call Initiated..." message in blue while the game calculates the nearest station, and thus the price of the rescue.
2) Add in a minimum 10 second wait anyway to pretend the message is waiting a response
3) Change the message to a big blue "Rescue ETA : 2.33" with sub-text "150,000cr max fee" on screen.
4) That ticks to zero and an NPC warps in, transfers fuel in exchange for premium credits using limpets, and then off you went on your merry way.
5) This is just automatic, if you have the credits for the next lump of fuel, these get auto-deducted. If you don't, the job's done.
6) If you run off, then a bounty incurs.
7) If you have no credits for at least 10% of the fee, then a bounty is issued.

either that or the earlier "let me rescue myself" thing, but that brings up a complicated bunch of issues.
 
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It's a big universe, but there are a lot of players to fill it. There's already an unofficial rescue service known as the Fuel Rats with a fairly large list of members, so clearly there are enough people who want to play that way. Why not create a mechanism that lets them make a few credits for doing it? It might not be a huge credit draw compared to a 400,000cr assassination, but some people like the feelgood factor of playing as a hero. The brownie points could be a draw- even if you're playing as a pirate, you might at some point want to clean up your rep to try new things and this might offer a good 'path to redemption'. It's also a nice alternative to trading or shooting things. The frontier developers could figure out a much better way to do it than I've come up with, I'm sure, but I don't think this mechanism would disrupt the existing game. Enabling NPC rescues is a good idea- you'd kind of have to, thinking about it, otherwise it wouldn't work in a solo game- and also it provides a solid fallback if nobody takes the mission. There could be a time out factor where if nobody accepts your rescue mission an NPC rescue will be dispatched from the local station.
 
It's a big universe, but there are a lot of players to fill it. There's already an unofficial rescue service known as the Fuel Rats with a fairly large list of members, so clearly there are enough people who want to play that way. Why not create a mechanism that lets them make a few credits for doing it? It might not be a huge credit draw compared to a 400,000cr assassination, but some people like the feelgood factor of playing as a hero. The brownie points could be a draw- even if you're playing as a pirate, you might at some point want to clean up your rep to try new things and this might offer a good 'path to redemption'. It's also a nice alternative to trading or shooting things. The frontier developers could figure out a much better way to do it than I've come up with, I'm sure, but I don't think this mechanism would disrupt the existing game. Enabling NPC rescues is a good idea- you'd kind of have to, thinking about it, otherwise it wouldn't work in a solo game- and also it provides a solid fallback if nobody takes the mission. There could be a time out factor where if nobody accepts your rescue mission an NPC rescue will be dispatched from the local station.

Yeap, that's a good trade off, and that's partly what the first part of the timer was about, pretending to initiate a call, or in this case, actually initiating a call, but with, say, a 1-minute countdown instead of 10 seconds, so that an NPC answers if nobody else does.

The problem with the bulletin boards is that a person would need to be docked to see it. Would be better if it was broadcast to players through the "secondary mission objectives" info tab that is on the ship, but only go out to players that want to participate in it, and only the 5 nearest ones (based on player's current System), as the UI is already there to accept/reject in-ship missions (for when an assassination mission changes). If nobody accepts within the minute, then send the NPC.

In terms of wanting to participate, I imagine that, beyond distress calls, this "call" feature can be used for Wings, Escorts, Battle-Distress and so on, so there should be a "Services" function in the ship that players can enable/disable to enable/disable these messages based on type (and the player can specify a Range they're willing to go), and with a preference to players in the same Power.

This of course can be abused, by both sides, but that's part of the game being "Dangerous", you may not get the rescuer you want, you may not be rescuing anybody either "It's a trap!". Them's the risks :)

Then, add in two new Ranks:

1) Service Rank (Novice to Elite). Transferring fuel to a player that initiated a Fuel distress call, +1 service. Join a wing of a person that issued a Wing call, and shoot the same target as them, +1 service rank. join a wing of a trader that issued an escort call, and the trader successfully docks at a different station, +1 service. etc.. etc..

and

2) Bandit Rank (Novice to Elite) for those that answer the call somewhat negatively, and/or issue the call somewhat negatively (whoever attacks first gets the Wanted and the appropriate rank adjustment). If u called and attack first, then +1 Bandit. If you turn up to a caller, and attack first, +1 Bandit. Scoop up manually jettisoned cargo, +1 bandit.

This way, when the players turn up together for the first time, a ship scan can reveal the "genuine" nature of the caller based on their respective ranks.

Add in supercruise missions for NPCs for the same sort of stuff, so Solo players can participate.

There would also be some interesting comedy from time to time, of a wing of pirates issuing a distress call, and then a different wing of pirates turn up for it :)
 
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Distress signals should have been part of every ship's function (not a separate module) from the start. This simple little thing is one example on how interesting emergent game play situations could be created. Of course most people would probably use it as a trap to lure people in but that can be a double-edged sword and beside the point.

Edit: Maybe a beacon module could be used for long-range signals.
 
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Distress signals should have been part of every ship's function (not a separate module) from the start. This simple little thing is one example on how interesting emergent game play situations could be created. Of course most people would probably use it as a trap to lure people in but that can be a double-edged sword and beside the point.

Edit: Maybe a beacon module could be used for long-range signals.

I can see it being a Utility rather than an internal module. Spare internal modules are hard to come by, utility ones are usually more "available". I'd rather it was just an integral part of the ship though, otherwise not that many would actually use it, even if it was mass-less. It could appear as an unremovable weapon slot that can be assigned to any fire group. Perhaps have it like the KWS scanner, hold down the distress call button and the longer you do, the more signal goes out, and the more likely somebody answers it (and may not be the only one answering it).

Certainly from an NPC standpoint, the more bounty the distressor has, the more likely the game can make it for NPC pirates to turn up, and make it more lively, even if a human player accepted and is on the way, and even if the player is in good stead with the region, have a 1 in 10 chance of NPC pirates turning up for a 15 second call, 1 in 4 for a minute, 50/50 for 90 seconds, and almost definitely going to turn up at 2 minutes.


However, perhaps the Call receiver is an add-on module? i.e. to actually get the call, you must have the module installed, makes it less likely for pirates and griefers to bother with it. Bigger ( = heavier) modules for wider range.

A distress call was the main driver for the original CGI concept video, and made it look like it was all going to be a lot more emergent than the game has turned out to be. Not that what we've got is "bad" as such, but it's veered away quite a bit from those early concepts.
 
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Nay-sayers (you know who you are) :
I really don't see the problem here. Some of us are starved for player interaction other than shooting down other players, or teaming up with players shooting other players/npc's.
"The universe is too big", no... the galaxy isn't. If someone is stuck and out of fuel 40,000LY's away, or should it be implemented-need critical repairs, I'd be happy to come out and help him/her. If FD manages to stick it to a service where I'm paid a salary; cool! If not, I'd do it anyway. I will have an incentive to go out and explore, if nothing else.

This is not complicated... let's not make it complicated.
 
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Nay-sayers (you know who you are) :
I really don't see the problem here. Some of us are starved for player interaction other than shooting down other players, or teaming up with players shooting other players/npc's.
"The universe is too big", no... the galaxy isn't. If someone is stuck and out of fuel 40,000LY's away, or should it be implemented-need critical repairs, I'd be happy to come out and help him/her. If FD manges to stick it to a service where I'm paid a salary; cool! If not, I'd do it anyway. I will have an incentive to go out and explore, if nothing else.

This is not complicated... let's not make it complicated.

I think it just needed to factor in NPC's and solo mode and then flesh it out a bit more so that the idea was comprehensive and didn't rely exclusively on a person being available at the same time I'm playing, as the game plays 24 hours around the clock, and certainly out here in Asia, it's pretty quiet out there in Open for the most part, especially when the US/UK falls asleep.

Certainly I can see an explorer waiting a few hours* for a rescue if they've been stranded 40,000LY away and have a bunch of tickets, and I can also see why you'd want to go, the trip would almost pay for itself anyway in terms of advanced scanning income, but it's not the only use case, and doesn't work for Solo players.

* Having never actually gone 40,000LY in the game, only 1500LY, it's probably more than a few hours at least, took me 2 hours to go out 1500, but that was a partially stripped Cobra, not an empty all-D Asp, which I can imagine would do it at least 30% faster.
 
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I think it just needed to factor in NPC's and solo mode and then flesh it out a bit more so that the idea was comprehensive and didn't rely exclusively on a person being available at the same time I'm playing, as the game plays 24 hours around the clock, and certainly out here in Asia, it's pretty quiet out there in Open for the most part, especially when the US/UK falls asleep.

I see your argument and I fully understand that it is highly undesirable to sit waiting for hours/days upon end for a player to come and rescue you. Still, this gives you the option of the good old self-destruct, or hope/pray that someone heeds your call of help.
In my opinion, this would also give an extra "buff" to the open play. Your call of distress could be heard or will be visible to other players regardless of which mode you play on, but you have to take a "leap of faith" when you actually have to meet up - in open.
 
I see your argument and I fully understand that it is highly undesirable to sit waiting for hours/days upon end for a player to come and rescue you. Still, this gives you the option of the good old self-destruct, or hope/pray that someone heeds your call of help.
In my opinion, this would also give an extra "buff" to the open play. Your call of distress could be heard or will be visible to other players regardless of which mode you play on, but you have to take a "leap of faith" when you actually have to meet up - in open.

If no human player were available, and I'm out 40,000LY, and I issue a distress call, then I'd expect some form of NPC response to the call, eventually. Asking people to swap to Open mode is not an option that makes sense in terms of why people play Solo to begin with, and it's also asking them to "quit to the menu" so it's not immersive.

NPC response doesn't need to be in minutes if it's 40,000LY away, I was as going off the nearest station logic for the time, and using a nearby system as a gauge for the time, not the "worst case scenario", which can still have the NPC take 4-5 hours to turn up if it's that far from civilisation. 10 seconds for every 15 LY, something of that order. I like the dilemma, wait hours for the rescue, or self destruct now. It's still a "punishment" for making a mistake with fuel/navigation, and it's the "Cast Away" dilemma, wait or give up. how strong is your hope. Will the rescuer turn up, will it be a bad guy or a friendly. There just isn't the third option of stripping the ship for parts and rowing to the nearest planet.

I'd also be down for the "Firefly" option where the oxygen also depletes after 3-4 hours of the fuel running out, and then it's a rescue-race against the clock, and there's still a chance of pirates, or if you stopped too close to a sun and heat starts building up, lots of ticking clock possibilities.

Basically, the process gives players the chance to accept the mission first, and then if not, an NPC is dispatched. That's the nutshell version, the rest is just specifics.
 
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If no human player were available, and I'm out 40,000LY, and I issue a distress call, then I'd expect some form of NPC response to the call, eventually. Asking people to swap to Open mode is not an option that makes sense in terms of why people play Solo to begin with. It doesn't need to be in minutes if it's 40,000LY away, I was as going off the nearest station logic for the time, and using a nearby system as a gauge for the time, not the "worst case scenario", which can still have the NPC take 4-5 hours to turn up if it's that far from civilisation. 10 seconds for every 15 LY, something of that order.

Basically, the process gives players the chance to accept the mission first, and then if not, an NPC is dispatched. That's the nutshell version, the rest is just specifics.

Allright, I can vouch for that one.
I have however one nitpicking caveat: The current recordholder from SOL to Sag A*, CMDR Alot, made it in 8h 43mins 43sec. That is 26,000LY in a stripped down Anaconda- and 1 ton of Kitten Brand Coffee.
The NPC rescue service must be slower than the potential player-rescue service. To make us viable at least.
 
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