Fly our Ship

Agreed a bit like Test Drive did back in the day.

Only thing it needs is to be managed so I can't luck out and jump into an Anaconda that I'll never complete the mission on.

Do you see the counterside of that medal?
If you loose your ship or will sit in a sidewinder with 1000CR. Insurance is usally payed to the shipowner not the pilot.
If your mission times out you will be wanted because of piracy (stolen ship).

But, emergent gameplay ;)

Regards,
Miklos
 
Or just give the pilot a free sidewinder with 0 value so he can fly wherever he chooses.


Ship could be part of the payment ( you get x credits + that nice shiny Eagle we have stored at station y ). I would prefer this ( but then I would also prefer having to sit out and wait while my CMDR gets transported back to the nearest station instead of him insta spawning there ). I will take immersion over action in a Game any time - others are not like this however so I fear my proposal ( insta transport ) might appeal to the masses.

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If you loose your ship or will sit in a sidewinder with 1000CR.

Sidewinder yes - 1000 credits why? Do you propose to wipe the culprits (bank)account? We could talk about auto deducting the value of the ship from the culprits account however...
 
If i get my hands on a ship, it's mine pure and simple, and i never give the ship back. Please FD can we have this kind of missions? I need to expand my fleet :D
 
Flying a stolen ship will make the police jump you ( stealing a ship from a Crime Org will make them put a price on your head ) - everywhere. Also not insured. I would prefer this to handwavium - but I would be ok with the latter ( esp if NPCs stay as unchallenging as they are )

Do you see the counterside of that medal?
If you loose your ship or will sit in a sidewinder with 1000CR. Insurance is usally payed to the shipowner not the pilot.
If your mission times out you will be wanted because of piracy (stolen ship).

But, emergent gameplay ;)

Regards,
Miklos

What I was trying to stop is this:

I get a new account, all I do is re-roll the mission board until I get put in a combat FDL/Python/Anaconda etc
Fly it like a stupid person attacking anyone and everyone until death.
Clear save.
Rinse & repeat.

It's easy enough to put a no-profit mechanic in so I can't borrow a ship for trading etc but all I'm saying is the above is a pitfall that will need to be navigated around if this idea is put in.
 
If i get my hands on a ship, it's mine pure and simple, and i never give the ship back. Please FD can we have this kind of missions? I need to expand my fleet :D

See above for what great fiscally hartm could befall you in those circumstances ( also if you ever leave one of these ships in a space port - chances are it will get taken of your thieving hands ) - but yeah I agree keeping it ( for a while at least - and potentially for forever if you stay in Anarchy stations exclusively and never die ) should be a propability

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I get a new account

No one would give a Conda to a newb with no connections. You would have to be well respected and allied to the faction to get these kinds of gigs. A newb can deliver Sideys ( or maybe a rare Hauler ).
 
See above for what great fiscally hartm could befall you in those circumstances ( also if you ever leave one of these ships in a space port - chances are it will get taken of your thieving hands ) - but yeah I agree keeping it ( for a while at least - and potentially for forever if you stay in Anarchy stations exclusively and never die ) should be a propability
Staying in anarchy only systems it's ok and dying it's really not a problem, after all i can get for free (from the same source of course) another ship.
 
Staying in anarchy only systems it's ok and dying it's really not a problem, after all i can get for free (from the same source of course) another ship.

No. You would lose a lot of goodwill with this Faction and they would probably not hand you over a ship again. Also the insurance coverage would still be deducted from your account ( even if you do not get the ship back )
 
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"Instant transportation" isn't necessary at all and "going somewhere" not the problem. If a mission-giver wants you to bring or fetch a ship to/from somewhere, he could grant you a "taxi"-ship for one part of the trip as well. A Hauler with A-rated FSD, for example, but with nothing much else. The player wouldn't be able to outfit anything in this ship nor would he be able to sell euipment, due to the missing papers. (This would be the case for the "main mission-ship" as well, of course).

And if the player still decides to "steal" the ship... have you ever defected a PowerPlay faction? Well, those bounty-hunters are a PITA! Mission-giver related thugs could chase the player through the galaxy as well and take the stolen ship back as soon as he leaves it in a station in order to fly one of his own ships.
 
And if the player still decides to "steal" the ship... have you ever defected a PowerPlay faction? Well, those bounty-hunters are a PITA! Mission-giver related thugs could chase the player through the galaxy as well and take the stolen ship back as soon as he leaves it in a station in order to fly one of his own ships.

How about a ship exchange. Meet up on Planet x in location y ( doesn't have to be in a settlement ) give John the keys to the T6 get in his Sidey and hey presto...
I'd favour the Taxi/get a small ship to come back Idea over the insta transport one. But you know that there will be the I have to do 200 jumps through the bubble to get back to my ( shiny ship ) in a trapped out Sidey kinda crowd.
 
Yep, the "Hand John your keys"-idea. Of course, John will be the most reliable person in the universe and a really awesome pilot - which is surprising, considering the sometimes dubious character of your mission-giver. :D

Or maybe - plot twist - John doesn't show up at all. And then you will have to go and look for him ( once we can walk around this could be so much more then flying in FS and looking for him ).
Or/and ( maybe you will find him in a stasis pod - or an Opium den without keys and only one kidney but good connections to the local narcos ) explain to your mission givers why exactly it took you TWO WEEKS to deliver that T7 full of 200t of bio waste ( formerly known as fruits and animal meat ).

Just reading your post in another thread gave me an Idea - This whole thing would be terribly well suited to the whole passenger missions. Now you can transport passengers once in a while without having to buy ( and fly around in ) an Orca/Dolphin/Beluga ...
 
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Sidewinder yes - 1000 credits why? Do you propose to wipe the culprits (bank)account? We could talk about auto deducting the value of the ship from the culprits account however...

Well, you kicked a 100+ Million CR ship the gap between insurance and ship rebuy will be taken from your account.
Additional you are responsible to refund the losses araising from wrecking the ship. So if you are well set you mabe can keep
some money but its all about risk and reward.

What I was trying to stop is this:

I get a new account, all I do is re-roll the mission board until I get put in a combat FDL/Python/Anaconda etc
Fly it like a stupid person attacking anyone and everyone until death.
Clear save.
Rinse & repeat.

It's easy enough to put a no-profit mechanic in so I can't borrow a ship for trading etc but all I'm saying is the above is a pitfall that will need to be navigated around if this idea is put in.

I see the point, but finally its like always:
You can use a hammer to build a house or
you can use it to kill your neighbour. It a matter
of intention.

Regards,
Miklos
 
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That is simple to implement, actually.
- Players obviously cannot sell or store mission ships.
- Failing mission (player is killed or they cancel it via left panel) causes return to their old ship, at the place where they took the mission. Same thing happens when mission time is over (let's do some handwaiving and call it "anti-theft self-destruct device")
- Players can upgrade mission ships. All upgrades they've purchased should be refunded when they complete the mission (like "All additional expenses shall be compensated by the Employer upon successful completion of this Contract"). They are NOT refunded if mission is failed. Modules and weapons that are installed on ship when you get it are considered "on loan" and thus cost nothing (so you won't get anything if you decide to sell that 8A PP).

I think it would be far more interesting to allow players to steal "mission ships", but with consequences.

* You'd need to have a pretty decent reputation with the faction providing the mission. After failing the mission, the longer you are in the stolen ship, the more rep you lose with the faction (rank-specific ships should cause loss of rep with that major faction as well)

* Dying in the ship respawns you whereever you last docked, but now you are in a Sidewinder (not magically ported to your former ship itself, or its location).

* Wanted status in every non-anarchy system. Getting scanned in a non-anarchy system adds a local bounty for the stolen ship. These scan bounties should probably decay in the usual fashion, but the Wanted status is inescapable and lives with that stolen ship forever.

* No storage or upgrading of the stolen ship in non-Anarchy systems. If you store it in an Anarchy system and that system transitions away from Anarchy, then you have just lost your stolen ship.

Now you can steal any ship that a minor faction is foolhardy enough to entrust you with, and you can keep it for a good long time, but it's going to be a challenge to do so and there will be some lasting consequences.
 
I think it would be far more interesting to allow players to steal "mission ships", but with consequences.

* You'd need to have a pretty decent reputation with the faction providing the mission. After failing the mission, the longer you are in the stolen ship, the more rep you lose with the faction (rank-specific ships should cause loss of rep with that major faction as well)

* Dying in the ship respawns you whereever you last docked, but now you are in a Sidewinder (not magically ported to your former ship itself, or its location).

* Wanted status in every non-anarchy system. Getting scanned in a non-anarchy system adds a local bounty for the stolen ship. These scan bounties should probably decay in the usual fashion, but the Wanted status is inescapable and lives with that stolen ship forever.

* No storage or upgrading of the stolen ship in non-Anarchy systems. If you store it in an Anarchy system and that system transitions away from Anarchy, then you have just lost your stolen ship.

Now you can steal any ship that a minor faction is foolhardy enough to entrust you with, and you can keep it for a good long time, but it's going to be a challenge to do so and there will be some lasting consequences.


I like it but what about:

Well, you kicked a 100+ Million CR ship the gap between insurance and ship rebuy will be taken from your account.
Additional you are responsible to refund the losses araising from wrecking the ship. So if you are well set you mabe can keep
some money but its all about risk and reward.

To harsh? I wpould only deduct the price of the insurance ( so 5% instead of 95% ). Also there should be some leeway. Ideally when you do not deliver the ship in time because:

Or maybe - plot twist - John doesn't show up at all. And then you will have to go and look for him ( once we can walk around this could be so much more then flying in FS and looking for him ).
Or/and ( maybe you will find him in a stasis pod - or an Opium den without keys and only one kidney but good connections to the local narcos ) explain to your mission givers why exactly it took you TWO WEEKS to deliver that T7 full of 200t of bio waste ( formerly known as fruits and animal meat ).

they should start giving you angrier and angrier updates. Examples:

The good Guys ( you have agreed to transport a T6 full of Silver to an Outpost for 100k )
1st message (just after your original mission has expired ): "Cmdr we do not know what is keeping you from delivering - but if you hand in the ship in the following 24 hrs we will pay you 60k (instead of 100k )
2nd message ( 24 hrs later ): "Cmdr if you do not hand in the ship in the next 12 hrs we will have to report it as stolen property"
3rd message ( 12 hrs later ): "Cmdr we want top inform you that the ship has been reported as stolen" - Or maybe nothing then surprise surprise the first time you get scanned in your stolen ship


The bad Guys ( you have agreed to fly a stolen T7 full of loot to a meet in another system )
1st message (just after your original mission has expired ): "Cmdr we do not know what is keeping you from delivering - you know the ship is stolen, so don't try and dock somewhere there is law. If you do not hand it over in the next 24 hrs we might get angry. You do not want us angry."
2nd message ( 24 hrs later ): "Cmdr do you like your kneecaps. If so take a good look at them, fondle them, maybe make a picture - because we will smash them if you do not hand in the ship in the next 12 hrs."
3rd message ( 12 hrs later ): Ominous silence - Or "the hunt is on msg".


This said I would like the possibility to 'legalize' a stolen ship. You would have to find a minor power willing to do this (Anarchy smuggling or pirating powers come to mind ). Become their good and trusted ally. Give them a lot of dole ( up to 80% of the ships worth ).
Now ideally ( in my mind ) the legality would never be 100%. There would always be the small chance on any scan that you get discovered ( the chance should be coupled to the price in some way - a 99% percent of success should be way more expensive then a 90% of success ) and then you have to start anew.
 
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