Choose delay, and create a new mission type: Ship Ferrying!
Hi Sandro,
Thank you so much for this consideration. I, for one, voted in favor of the delay.
I'd also like to point out an opportunity that the delay introduces: ship-ferrying missions. When someone requests a ship transfer, provided it's a certain minimum distance that makes the mission viable, a mission pops up for the controlling faction at the source station for players to transport the ship to its destination, with a time window to complete it equal to the default transfer time.
If the pilot transferring the ship succeeds in less time than the default transfer time, as a bonus for the player requesting the transfer, their transfer is done early! Meanwhile, if the chauffeur pilot is at a port where they themselves have a ship docked, or the port equipped with a shipyard and they have enough money to buy one, they are given a choice to stay at the target system and board their ship or buy a new ship. Otherwise, they are taken back to the starting system (this can be instant - no real game mechanic impact here).
Partial success: if the ship is damaged, cost of repairs is taken out of the mission reward. They shouldn't exceed the reward (see reward vs. transfer cost below), but if they did, there could be some rep penalty.
Mission failure carries a severe rep penalty. On failure, the player requesting the transfer just gets it in the default time. Failure scenarios:
- If the chauffeur gets blown up in the ship, they respawn at their starting point. No rebuy for either player (in-game lore: you'd expect the transporting service itself to be fully insured and replace the ship as it was - suspend disbelief re: mods).
- If the chauffeur abandons the mission or runs out of time and is docked, they are removed from the ship, and given the same stay-or-board/buy-a-ship-here-if-possible choice as on mission success, but from their current location.
- If they abandon or run out of time while undocked, they receive a bounty of <some amount, possibly proportional to the value of the ship> for every <pick a time period> they are undocked. System authority would come after them (think stealing a tank in GTA...). Additionally, you could implement a self-destruct sequence to impose a time limit. If they succeed in docking, see #2, if they blow up, see #1.
Joyriding and/or using the ship for other purposes, such as combat or trade, is at the discretion of the chauffeur, provided they're willing to take on the costs/risks. Disembarking from the ship is not allowed until the mission is done, and obviously no changes to the ship are allowed either.
Ideally, the mission reward should be proportional to the transfer cost. (Realistically, it should be less than the transfer cost, but here you'd probably want to pick whatever makes most sense from a game mechanic perspective rather than realism, much like other costs in the game.)
Perhaps not the easiest mission type to implement, but... what do you think?