I apologize, but with not finding a counter objections or specific proposals for the transfer of the whole file, I begin to lay out a description of previously announced proposals in original form at 15 pages.
To start a small addition to what was announced a bit from others and myself:
- Hire stations warehouses to store not only the parts of the ship, and containers of goods for price changes) and artifacts as well. (Rental price: 1% of the value "stored" in a day).
- The «Hired Pilots Agency» (HPA) – hiring NPC on your ship for trading operations (the chance of losing your ship, and the beginning of the quest: to «Return the stolen" or to earn the expected profit, shipping ships from the warehouse to the specified point, delivery restored from the wreckage of the ship at a specified point, the services of "Taxi", escort services (guard, wing) on the player's ships or ships of the Agency.
[complex element, do not argue – will to conjure with macro and add a "router table" (system / station / title of buying / number of buying / title of selling / number of selling, the next line of the route...), takeoffs and landings, fly-around objects that obstruct the route point, the calculation of the trajectory in the intermediate systems route – all this is not easy to implement, if at all possible].
Delivery stockpiled ships at a specified point (the price of delivery: 1% of the value of the ship + 10000 cr. per system). The chance of losing your ship (pirate attack) – the beginning of the quest: "Return the stolen".
- "Return the stolen" - through the "Black widow" (description on file below) to find the location of the "stolen property", destroy the escort, rescued the ship is delivered automatically to the nearest station or to a specified player point.
(pilot: - Don't shoot, I just paid for the delivery of the ship. I will deliver it wherever you say! Just don't kill me!).
You can consider options where the stolen ship will be in the hangar of the planetary Fort – «land operation» or your ship will have to grapple with, after the capture, you must use the services of HPA.
*Identical to "bounty hunters", but not doing "illegal" things.
- The «Bounty Hunters» (BH) – the Pro-Imperial organizations formally involved in the search for those who like or is harmful to the interests of the employer (the attack on the convoys, forts and planetary mines) that are loud the name of the Detective or Security agencies. But unlike the "security service" and "Hired Pilots Agency" are engaged in the catching of "fugitive slaves" and "private orders" on catching a certain (spesific) pilot's.
*Identical to "Agency hired pilots", but not engaged in commercial transportation.
- "CQC race" - randomly generated "highway" through "checkpoints" (with weapons and without). Also, the rings of the "checkpoints" to pave "the way" between "cities" in a concentrated cloud of gas giants.
- Signal "S.O.S." - from the surface of the planet / in the open space - to find the source of the signal (marked on the radar as an object outside of the perception of the scanner - the crashed ship), to receive the mission from the crashed pilot :
1) "Reserve" - to fly to a specific station and buy a certain unit (example: fuel cell catalyst - quest object), to deliver the unit to the crashed ship, to pass the mission.
2) "Way home" - to agree to deliver to a particular station (or the nearest), the chance to start the quest "Hijacker".
2A) "Hijacker" - to Wake up in the medical unit at the adjacent station. Find the hijacker using "Black widow". Will have to buy a new ship! Identical to "Return stolen".
- False signal "S.O.S." - a Pirate ambush.
- "Lost and found" (police arrest) – at the abduction of the player, the ship and all the property is left in space. To return, what left behind, in the menu "Contacts" to find the station, which your ship was delivered to and on the place to buy it (10 - 15% of the cost of the ship + 10000 cr. for each day of storage).
If your ship was not there, so, he was kidnapped NPC and you can find it through the "Black widow". It is the beginning of the quest: "to Return the stolen".
When the vehicle is stolen and was sold on the black market (for 10 – 20% of the cost of the ship) by players, his former owner will return for the insurance (also, for 10 – 20% of the cost of the ship).
[Options about 100% of the cost (sell/buy) are not even considered, otherwise half the players will leave to play in "solo mode". It is also not very fair to return the sold vehicle in the form of "cash compensation", as some details of the ship difficult to get (bonuses "Power Play")].
In one interview, David Braben mentioned the possibility of boarding other ships and as a result of a successful raid, to sell the captured ship on the «black market», and «the loser» as a slave. Inspired by the idea of "Great dreamer", I started thinking: "How could it look like?" and here's what happened:
SLAVERY.
* During slavery the player loses access to their ship's, finance, equipment (weapons and armor the character (FPS)), and the galactic and system maps. Location is unknown, from equipment – only what is necessary under the quest.
At the end of the quest "slave": you can refund money, docked just any station, your ship and equipment can be picked up in "lost and found".
* To become free again, you need to:
a) Earn enough credits (starting from zero, and the slave labor less valuable, as labour of a free man): price 10 slaves on the "black market" + "percent dependent" (holding in slavery the point of law, as the official justification for the slave owner costs are: housing, food, clothing, and tools) + full cost of the damages during the execution of works (be careful with the property owner!).
b) to be redeemed by friends – search slave and its master through the "Black widow". Options: help to escape and murder of the owner - are welcome.
c) the Escape. During escape, it is important to fulfill one of the conditions of release:
1) remove the responsible person – the host (after killing the player becomes free, but is declared "wanted")
2) take away (destroy) the "slave contract" (a contract in which a slave becomes the property of the owner). Stealth mission associated with burglary protection systems, doors and safe Deposit box. If caught: penalty, imprisonment for "N"-hours in solitary confinement and change all the codes. After five unsuccessful attempts, the "slave contract" is taken and can be found only through the "Black widow".
3) If escape is not doing one of these conditions, begins a quest "Runaway slave".
- "Runaway slave" - there will be "bounty hunters" on a loose, in order to return «the goods» to the owner.
* If a player cannot buy back his ship for insurance benefits, he may be offered a "slave contract", indemnity insurance payments funds comes from the slave owner. In the event of escape, the player is declared "wanted" for the amount of unpaid insurance payments and begins a quest "Runaway slave". (We need to consider the option of suicide in a cheap ship, for the purpose of "karma cleansing". As a variant: to make a "wanted" removable not by death, but only by payment (the pirates will not appreciate it)
* For boarding enough:
a) to destroy the "engine" and "power distribution unit" (almost impossible, hull breaks earlier). Auxiliary elements are not needed, only skill.
b) to cut the hull down to 20% and apply «Electro-Magnetic Pulse» (EMP) weapon. If you get EMP charge in the damaged hull, the ship suffers a critical overload of the power supply (the flashes of lightning on the body, 3 seconds) and the modules start to disconnect from larger to smaller.
So, first off "engine" and "flight assist" a little later, which leads to "freezing" of the ship at one point. However, if at the moment of shock charge EMP to manage to turn off the "flight assist", then the ship will continue to rotate that will make docking impossible. The full functionality of the ship is restored after (automatic) "reload core systems" - 10 minutes.
c) "hack" onboard computer of the "target". Requires module "Board computer cracker" - works on the principle of scanning, but much longer (say 60 sec. and from a distance of 1 km). Hack-attack is not possible if "chaff" spread around . "Electronic counter" for 10 seconds incapacitate "surface scanner", "crime scanner" and "Board computer cracker".
* The victim of a hack-attack notify (as is the case with scanning "Warning detected hacking attempt on-Board computer"), 25% start hacking visual clutter (periodic flickering of the instrument panel), 50% short-term (1 to 3 sec.) crashing systems at random, 75% crashing systems are increasing in number and in duration (3 – 5 sec.) also in random order. 100% hacking, control of all vehicle systems is moving from "victim" to "aggressor" (such bookmarks as "modules", "cargo" and "confirm match" (control of the ship? not necessarily!)).
"Aggressor" can throw a certain amount of load or literally "pull the plug", in this case, the "victim" will be one solution replenishment of the breathing gas reserve, from the "A.L.S.Cap." ("Autonomous life support capsule" – a temporary title, description below, charge air, 10 sec.). If the "aggressor" will get on Board while refueling the air, he can close the "victim" inside "A.L.S.Cap." (put the patient to sleep), for subsequent sale in the form of a slave. After hacking the onboard computer, the "aggressor" is only 10 minutes (retention time under control, depends on the class module "Board computer cracker") to capture the "victim". After which, the grip is removed and the "victim" again assumes control of the ship.
- "Personal cracker" – a small cybernetic implant that was announced as illegal in Federation sectors and more tolerant to minor transgressions of the Empire. To find a seller of blueprint, is possible only with maximum reputation at "Black widow". Allows you to hack the control of most (all) electronic devices (doors, elevators, alarm system, point defense, safes, "A.L.S.Cap.", planetary vehicle, ships and droids). The device is equipped with artificial intelligence will resist breaking and will alert security service, and therefore do not expect to hack the android or ship as easily as you cracked a door. The hacking distance of 300 meters.
- "A.L.S.Cap." (Autonomous life support capsule) – hospital on your vehicle. Vertically located (can turn in place, speed 5 km/h) – takes place no more as a"shower stall". Portable, can be rotated to the horizontal position (management in the settings of the capsule, "cruise mode", the speed 20 km/h) which can be followed in a specified point (in free "A.L.S.Cap. slot" on the ship/ planetary vehicle, or in the empty "medical container"), as well as to follow the player (command "follow / wait" (possibly voice)). "A.L.S.Cap." has a cylindrical shape, equipped with one semi-circular rotating glass door.
Installed on three (or four) wheels (wheels in two versions: "buggy" (on ships) and "formula 1" (at the stations)) with double shouldered arm (rear of the capsule (vertical mode) / beneath the capsule (horizontal mode)), ensuring the rise in "vertical position" and smooth movement in a horizontal mode (stretcher). At the top (vertical mode) has recesses, for descent to the surface ("reset capsule") and loading in the "Medical container", at the bottom (vertical mode) is the connector for connection to the computer terminal (plug is located at the bottom of the "A.L.S.Cap. slot" – in slot capsule freezes and falls to the floor, closing the contact of the plug).
*"A.L.S.Cap." – used to "restore health", replenishment of the reserve breathing gas, rejuvenation, cryogenic sleep, transporting the sick, slaves and corpses (glass chameleon (management in the settings of the capsule)). In the vertical mode can immerse «in self» lying on the ground the body of a humanoid, using the telescopic "lock - arm", performing the same role seatbelt locking position of the body inside the capsule.
* If in manual mode to adjust "A.L.S.Cap." to the wall, climb on the capsule (horizontal mode), put the capsule in "vertical mode", you will appear on the "roof" of the capsule, and from there you can climb even higher (access to restricted locations): stairs, balconies on the second floor, climbing the wall or on the roof of the ground vehicle (for example: Heavy tank "Scorpion" is equipped with two inputs, lower one requires access card, and the top one has no lock).
- "A.L.S.Cap. slot" - the place of the stationary bases "A.L.S.Cap.". Exists in two versions: "open type" (ID circle on the floor in the center of which is a plug-in connector) and "closed" (a small niche in the wall, of cylindrical form, with indentations for the wheels on the wall near the floor. On the floor, also is identification circle in the center of which is a plug-in connector). Via plug-in connector, Central computer of the ship or the infirmary can monitored capsules. Basically, it'll be in rows, in close proximity to each other.
In ships the capsules are arranged in such a way as to ensure quick access to the outside (mobile planetary hospital / transporting survivors from the wreck of ships). In the wall behind the "A.L.S.Cap. slot" a "closed type", mounted semi-circular door (the same principle as in "A.L.S.Cap."). When you activate the button "reset capsule" located on the wall next to the "A.L.S.Cap. slot", the door closes the access to the capsule, sealing the compartment. Upon the upper part of the capsule lowers the seizure of the winch to the telescopic tube and raises the capsule up, disconnecting it from the network on-Board computer. Identification circle on the floor slide apart to the sides into several segments, then pulled out the tube of the "connector". In the formed hatch, telescopic rod lowers "A. L. S. Cap." before contact with the surface (alternative entrance to the ship for missions), after which the capsule acquires mobility.
- "Medical container" - is a container intended for transportation of "A.L.S.Cap.". Equipped with a beacon, generator, an additional supply of oxygen and manipulator for loading "A.L.S.Cap." in the "medical container". Hospital ship’s are equipped with plenty of slots for capsules (easier access when caring for patients), while the transport ship's of the slavers prefer the "medical containers". If immerse "A.L.S.Cap." with the man inside in "medical container", which standing in your vehicle, on-Board computer will mark this as "+1 slave in cargo hold" (give a holidays on the «Sunny plantations of Diso», to your friend).
- Slave must be alive. When you "capture" (FPS battle inside docked ships) applies a "non-lethal weapons" and "Autonomous life support capsule". Placing paralyzed "potential slave" in the "A. L. S. Cap.":
a) transporting the capsule aboard their ship, placed in "medical container" (Cargo: +1 Slave), remove the hack-block (disable "Board computer cracker" module) caused by the pilot from the "BH" that took the "victims" ship (illegal act) and you bring a "slave" on the "black market" (Damn, i am rich!).
b) the same, but the pilot of the "HPA", lucky our ship, and we sell "slave" on his own vessel.
*If the body was placed in a capsule aboard a first ship and taken aboard another - capsule of the second ship is automatically sent aboard the first ship to make a room for "new capsule" – swapped.
DETAILS:
- The player locked in "medical container" lose mobility, but continues to see and hear. He can stay in the container until they are sold on the market (start slave quest), or move the carriage and immediately begin "slave quest", in this case, in the capsule of his substitutes aggressive NPC with the same name, which will attack if you let him out.
- The player locked in "A.L.S.Cap." lose mobility, but continues to see and hear.
* If "A.L.S.Cap." not put in "medical container", the player will not see the option for "Start slave contract," and therefore the player in the "A.L.S.Cap." - is a "prisoner", which can carry in "A.L.S.Cap. slot" on the "aggressor " ship for a very long time. If the prisoner has friends – they can release him, but there are some who plays alone. Therefore, if the "prisoner" within the hour (may be more prisoners than the "medical container‘s" on the ship, it takes some time for delivery to the "black market") will not be sell or will not be released (timing continues if the player again caught, within 5 minutes after "release"), then "the captive player" will transferred to the hospital at nearest settlement as "saved in the open space" and can start the quest "Return the stolen". Aboard the "kidnapper's" lost one capsule ("A.L.S.Cap."), which can be replenished at any station.
[Does not apply to NPC "prisoners"]
- If you close inside the capsule NPC (for sale) on your ship, then leave the game: the NPC will remain in the capsule.
- If you close inside the capsule player (for sale) on your ship, then leave the game: "the captive player" will transferred to the hospital at nearest settlement, as "saved in the open space" and can start the quest "Return the stolen". Aboard the "kidnapper's" lost one capsule ("A.L.S.Cap."), which can be replenished at any station.
- If you close inside the capsule player (for sale) on your ship, then placed in a "medical container", then leave the game for "prisoner of the player" will begin "the quest of a slave" and "medical container" it is a substitute for aggressive NPC.
- If on the ship there is a dead body, then after 1 - 2 minutes (the fight on board can still last) one of the "A.L.S.Cap." leaves the slot and picks up the body, and then returns into the slot and obscured glass door – chameleon (possibly with symbols "dead inside"). If corpses on board more than capsules, they begin to dump the body in space (body only, not the capsules). At the station, capsules with corpses leave the ship and head to the nearest hospital (disposal of bodies). Their place was immediately occupied the empty capsules provided by the station.
- Dead players, having appeared in "A.L.S.Cap." with the label "dead", is transferred to the hospital nearest settlement, as "saved in the open space" and can start the quest "Return the stolen". On the ship on which they were placed in the "A.L.S.Cap.", the player substitutes the body of a dead NPC.
- Immediately after the death of the option appears "to be Resurrected in the hospital."
- The death of the ship - binds the player to the vehicle, death outside vehicle not. [Defibrillator for the "resurrection"? Bad idea. Except that, as a special device that can be collected on the drawings, with a limited number of resurrections (1 - 3), then recharge at the station.]
- Morgana "Black widow" Larsen, age 36 - (temporary name)
In the past, pirate, smuggler, slaver, hacker, blackmailer. Through blackmail and talent for intrigue, had an extensive network of informants. However, 12 years ago in an unsuccessful attack on "Palladium caravan" belonged to the Zemina Torval itself, lost her left hand and get imprisoned in the "(terrible name of the colony (deathtrap))", there would have perished, but her files are interested in (name) - personal secretary of Zemina Torval. Young, prudent, girl with cold eyes, was what the Zemina like. Than "Black widow" was able to buy her freedom is unknown, however, after serving only a month from 56 years of imprisonment, she was released. Lost arm had to be replaced by the prosthesis, which fell perfectly to craft a cyber-thief. "New hand" is so liked Morgana, that she had implanted another cyber-implant: (catchy name) "data-chip" - which allowed her to wear the "in itself" a ton of information.
Highly respected in the community of hackers, partly out of respect for talent, and partly from fear. She with a fanatical zeal relates to intellectual property and never forgives those who dare to infringe her "database". Details unknown, but a witness of what she did to that poor, only said: "...squeezed to the last drop..." partly by the rumor's, partly by her talent "wove the web of intrigue" and caused her a nickname, which, by the way, had her very soul.
Appearance: merge the grandmaster-chess player and the librarian. Always thoughtful and a little sad, when working with data "freezes" for a couple of seconds. Dresses strictly, but always with one expensive accessory (brooch, pendant, bracelet, necklace). Keeps two bodyguards alike as two drops of water (human and Android).
Special talents: Able to control ALL electronic systems ("Personal cracker" level Elites).
At the moment lead a legal business - Information agency "Best Price". Information provided by the agency includes: the trade routes, database of geological surveys, selection of the right type of vehicle and components, galactic maps (scanned data systems sold to the "Black widow" - twice as expensive (monopoly, can be sold NOT at every system)), as well as summaries of the most demanded and the cheapest products of the week [this list covers a sector of space with a radius of 100 light-years, from a system in which a request was made]. In the bottom of the list of services provided has the button "Else", when activate this "service" - asks for the password.
If the password is wrong 3 times, then: the terminal will be blocked for that player for 24 hours (if the password was not sent (not enough reputation)).
Selling "Any" information to "Black widow" increases reputation. For selling information on the amount of (write your own), the player receives a private message: "The job is not quite legal nature." By performing a series of tasks such as, also thru private message sent "The password". Vassals of Archon Delaine and Zemina Torval – accelerated obtaining reputation.
If the password incorrectly 3 times, the terminal will prompt you to recall the password for 1000 cr. (the amount for the reminder doubled after each consent "to remind").
Access to the data in the clause "Else" gives access to the following (not legal and very expensive) features:
- An indication of the position of a character by named.
- The name of the owner, on behalf of the slave.
- Indication of the place of the position of the ship (ships), on behalf of the owner.
- An indication of the location of the "slave contract" (possibly other documents or objects "illegal" nature)
- Other information "illegal" nature: the slave markets (locations and rates), arms markets (locations and rates), drug markets and illegal substances (locations and rates).
- At maximum reputation, she offers access to missions "of the highest priority" (contracts for the killing of councilors, senators, generals and officials / transportation of alien artifacts), as well as access to some illegal gadgets, blueprints of experimental weapons, equipment and the elite ship's improvements (if information exist).
- An alternative way to search the character by name - "Hack" the representative "security". All the ships of the "police" are equipped with navigation beacons, on signals which, arrive other "police officers". If successful the burglary, must first disable the beacon, and only then everything else. Security have a very limited range of possibilities (just search the character by name and indicate the place of position of the ship, on behalf of the owner), but it available without performing a long mission on "Black widow", only for "wanted" (on the 50 000 – 100 000 cr.).
PROCESS serving of slavery (here we go):
1) Start the quest (the place):
a) Open space (after the interdict "cruise mode", in the area of resource extraction, near a navigational beacon, in the area of any signal).
b) the planet's Surface (ground vehicle).
c) Station / platform / ground Fort (traveling on foot, be wary of suspicious persons who have with them a "A.L.S.Cap.", don't settle "lay down and rest", even if you are not healthy).
d) Any place, enough to voluntarily get into the "A.L.S.Cap.".
2) Storming:
a – b) Message: - "I came for your soul! Someone very influential, willing to pay good money for you! Nothing personal, it's just a work!"
Begins to attack, brings the hull down to 20% and use the EMP weapon.
If attackers a few, one of them uses the "Board computer cracker".
3) Capture:
a) Joined and penetrate aboard the player's ship. By applying a "non-lethal weapons" to paralyze and packaged player in the "A. L. S. Cap.".
b) Remove the player from the vehicle (if he not already out, to shoot), using "non-lethal weapons" to paralyze and packaged in the "A. L. S. Cap." (to enhance the effect of helplessness, land vehicle of the "victims" (with cheers and hoots) can be blow up (s!)).
c) Making sure there is no witnesses, to the player approaches a group of a "doctors" with "non-lethal weapons" in the hands (a form of medical personnel, on top of overalls "bounty hunters").
Message: - Dear sir, something you don't look well! Sounds like, you REALY need help! =)
By applying a "non-lethal weapons" paralyze and packaged in the "A. L. S. Cap.".
4) "Gift wrap":
a – b – c) "A.L.S.Cap." is delivered to the ship and loaded in "medical container" by NPC or other player's.
d) "A.L.S.Cap." is delivered to the ship and loaded in "medical container" by any players.
5) "Long road":
a – b – с – d) the takeoff and strive to the place of sale.
* Up to "the moment of sale" on the "black market", the player remains in the "A.L.S.Cap." immobilized but conscious (at any time he can SKIP the shipping and instantly start a "slavish quest"), this is done so that friends of the "kidnapped person" can track the kidnappers, by the energy footprint and save him (minimal chance).
** As a very rare variant of a branching scenario (1% or less):
5+) Contact:
The player is inside the "A.L.S.Cap.". Ship of the "kidnappers" is pulled out from the "cruise mode". Hit! (strike from a heavy gun). Upon the surface of bulkheads of the ship ran a wave of static electricity, lighting intermittently blinked and was gone everywhere. By the hissing under his feet, player can suggest: that the hatch underneath the capsule is no longer closed, and not having power on the clamps, the capsule with the player (and all other capsules) with a hiss of depressurization (all the doors "L.A.S.Cap. slot" remained without power) emitted into space. From all "A.L.S.Cap. slot" hatches in the space of the issuing jets of air, gradually declining. Since the capsule is no longer functioning, the player gets the ability to move, but he was still closed inside and the oxygen supply start slowly deplete. Rotating capsule flies off to the side. During the rotation in the visual field occasionally shows the ship of "kidnappers" (damaged, dark and powerless) and a large (or not) the ship "alien civilization" (shimmers as the "Christmas tree"). After briefly waiting, "alien ship" begins scanning "the prostrate victim":
5-1) Wait until the "aliens" will fly away. "Hack" capsule (to gain access to the air). Get to the "kidnappers" ship, to restore the tightness of compartments (manually close all doors "L.A.S.Cap. slots"), restore power by resetting the backup power supply system (air flow are restored). Repair the communication device and send a signal "s.o.s.", or repair the entire ship and get to the nearest station.
5-2) Hack "A.L.S.Cap." while "alien ship" are near. Radiation from capsules "starting up" attracts the attention of "aliens", the player gets on board the "alien spacecraft", the beginning of the quest "In captivity of the aliens" (in development =)).
6) "New life":
a – b – c – d) The sale of the player at "the black market", the beginning of "Slave quest".
- "Slave quest":
* Quest is generated in at randomly selection (away from other players). Here are a few examples of further developments.
Available locations: hangar with ships without FSD, hangar of a ground vehicles (access time restriction – only for work), warehouse for dumping resources (time limit), a warehouse of finished products – near to the landing pad (a time limit), conveyor, fields, repair shop, testing chambers (lab), slaves dorm, slaves dining room, the infirmary for slaves.
Forbidden locations: warehouse components (parts of the ships and ground vehicles – required for the "revival" of the damaged units), "black market", "a bookie", an armoury, a hangar with ships equipped with FSD, security dormitory , security canteen, the clean hospital, landing pad, control tower, boss office.
"Owner" may appear: on the landing pad, control tower, in the security dormitory, in the security canteen, in the clean hospital, in the boss office or even fly away (absence time varies).
"Slave contract" is in the "boss office". After five unsuccessful attempts to steal the "slave contract" (the monetary penalty and "the punishment cell" for each attempt), it was transported to "another random place" where one is, can learn only through the "Black widow".
1) Gladiator – "Unknown person" with big money, huge fan of "CQC championship" regularly kidnapped "Champions of CQC" (to get to this quest, requires a certain rank in the arena), to participate in a "fight without rules" (illegal, small ships against a much larger, bunch of F63 vs Anaconda).
Method to earn a money: depending upon the desires of the "host": you need to gain or to lose tasks of the tournaments. All the money from the victories go to the owner, and only he decides what percentage, gets the player. Earn freedom simply fulfilling a whim of the "owner" - it is possible, but very stretched in time. By betting, both on yourself and on other participants of the tournament, can be much quicker to get the money. Quite often, the interests of the player will be at odds with the interests of the "owner". So player have to decide if he want to lose some money (own bets), or angering the "host" and "sit in the hole" for a few hours (real time), but save prize money.
2) Miner – Collect resources in asteroid fields and planetary mines.
Method to earn a money: you can return not all the resources, and only the cheapest, just following the rule number, and the most expensive to sell on the local "black market" (regularly changes places). Such trading is considered as a thievery and is illegal. If a player is caught for such fraud, he faces a fine and imprisonment in solitary confinement.
Also on the "spaces" you can find the crashed ship, fix it, fill cargo with resources from the warehouse of finished products and to escape.
3) Fields worker – led the "harvester" during the field work (ploughing, watering, harvest and deliver to the warehouse – in one vehicle). In terms of "advanced agricultural", the crop ripens very quickly.
Method to earn a money: for the work appointed a fixed fee per transaction. The field has a standard size, just passing it on "harvester" – the player changes the texture of the surface of the field, when the entire surface are "repainted", the operation is completed. When the supply of water for irrigation ends, it can be filled at a certain point. The same, if the cargo is full by the resource, it must be delivered to the warehouse. On plantations as there, is a "illegal market", but there will not buy what player was grow "legally". For sale for "illegal market", have to grow drugs, psychotropic stimulants or other toxic substances. Fields are regularly inspects security, and if a player is caught at "illegal activities", he faces a penalty and solitary confinement.
Sometimes you will be given the task to take products from a temporary warehouse, the "finished product storage" is a good chance to escape.
4) Plants and factories – regardless of the type of plant (recycling of resources, stamping the "vehicles covering sheets" or assemble a "droids") the player is working on the conveyor line (the most boring of the quest), press the desired button, when it is the right time. If player confuse the button or press in the wrong time – will be "bad product". The speed increases every 10 seconds, since the last "bad product" and slows down after each one ("StepMania" and "GuitarHero" type, but without music).
Method to earn a money: payment for the amount of the finished product, minus a penalty for "bad product". Work is routine and the number of "bad products" will only increase, so to escape, just doing the work - is unlikely. During the break, you can "hack" conveyor line, customize it for independent work, thereby eliminating any percentage of "bad products" and the need for the player to be present on the conveyor. At factories often meet a variety of parts and all types of industrial machines, and therefore having the blueprints is there can be constract any equipment (including "personal cracker", but while it is impossible to implant)
* Factories and planetary mines have warehouses of finished products. If you know the whereabouts of such warehouse, you can borrow out a few containers of goods. You can steal container softly, taking on "SRV" containers one at a time - have a profit and no fines. Or by "the quick way": kill guards and point defense guns at the spaceport, land next to the warehouse and pick up cargo, but in this case, the player gets a "wanted" for the sum of the caused loss (or less). If you break into the warehouse (owned by the same owner), more than 3 times, then the "bounty hunters" will begin to chase the player.
5) "The victim of science" – the player goes into the category of a "guinea pig" or "experimental", after all kinds of "crush tests" and trials, all boil down to:
- Put in the emitter "yellow cartridge", stand in a circle and press the button... Hmm... Now put the "red cartridge", eat "vitamins" on the table, and press the button from the circle again. After a series of simple tests of logic and the possibility of a "game engine", the player is given a rest, during which there is an opportunity to look around. "Experimental" does not pay, so the only way to free from slavery - is to escape (or die trying). In the laboratories there is no imprisonment or penalty, but it doesn't get escape easier. In the end, this is a laboratory, with advanced technology and security system. In scientific institutions could be found interesting objects (drawings, prototypes, samples of alien technology), so that under the guise "technique", the "janitor" or "messenger", you can grab some samples. But the loss will discover pretty soon, so at the time of "obtain", a player should already have a plan of salvation.
During the "rest", is possible to meet scientists who have additional tasks, some of them very promising:
- "Personal cracker"? It's not legal, right? ... However, despite the huge risk, I would be able to help you in surgery room with the complex machinery, but ... not for free, of course.
- How much?
- ... uh ... It is not about the money ... Do you hear anything about the "Nightshade" (name of drug)?
1) No, never heard of it.
- Then we have nothing to talk about!
2) Yes, on a fields of (name of the system with a "slave plantations"), I have seen something similar. (To activate this phrase is required to go there at least once)
- Fascinating! Retrieve... uh ... samples... for experiments, of course. And I will implanted in you, anything what you want.
* To implant a "personal cracker" is required:
- maximum the reputation at the "Black widow".
- buy drawings (blueprint) on a tip from a "Black widow" or receive in one of the laboratories.
- visit the plant.
- construct at the plant a "personal cracker" using the drawings.
- familiarization visit the plantation.
- visit the laboratory. "Researcher-addict" will be asked to bring a rare drug, which you can buy on a tip "Black widow" (drug are very expensive), or grown on the plantation (seeds on the black market of a plantation)
- grow the drug on the plantation.
- implant "cracker" in the laboratory, as a reward for the drug.
Learn the location of the places associated with the "slave quest", only by a visit to them as a slave. If you're not a slave, stay in a "slave-like locations" not legally.
An example of the merge of individual missions and events (including planned) to create a "chain of consecutive events".
1) "Recruitment": When reaching a certain rank for the "system fraction".
- Pilot, you have done a lot for our fraction and proved to be a loyal ally, we can now trust you with a task of extreme importance.
Mission: Standard task to deliver a "data packet", with only one difference: route have several delivery points (one message – one system). At the end of each updating of the status of the quest (+1 in the list), after the last one – to go back for reward, at the primary station.
2) Trust: at the end of delivery, the message:
- As you know, we are competing with "name of the other faction in same system" for the control of resources in current system and "honest" this competition cannot be called, but recently, these "bad people" crossed the line! They destroyed our outposts and captured a mining colony (weapons factory, agricultural colony, etc.) at the "name the planet"! Now our brothers and sisters are slaves, and working on these "bad people"! But they will not get away with it! We prepared them a decent answer, the packages that you have delivered – were invitations to our allies to join in the battle. However, time is running out, we don't have enough ships for deliver a "military components" to the collection point.
Mission: the "delivery", the quantity of goods is such, that the pilot, have no chance to deliver it at one trip, and will be able to take out 2 - 3 trips. Start at the station.
"Rally point": semi disassembled the capital class ship. To give the "resources" player can through the docking with a "repair" ships (technical assistance).
*As an option: the capital class ship is close to the station, from which "repair ships" fly to him. Player can give a "resources" on the station.
Sub mission: after each delivery, there is a chance of attack groups of enemies. Protect the Capital class ship.
3) Treason: at the end of delivery, the message:
- These attacks aren't random, in our ranks lurks a traitor, we were able decrypt the records of negotiations and now we know who the traitor is.
Mission: Fly to a neighboring system, find the signal, destroy the "spy" and return to the repair site.
Sub mission: enemies will offer to change sides and fight for them (Another way of event proceeding).
4) Support: the Capital class ship are repaired and ready to fight.
Mission: Gathering at the specific point. Convoy the capital class ship (in cruise mode) to "disputed planet", leave cruise mode, at the specified point.
The enemy had set up an ambush at the exit point. Join the battle with a superior number of the enemy’s, to protect the Capital class ship. One minute later, appear the "reinforcements". Destroy the enemy’s.
5) Exemption: the Capital class ship corrupted and leaves. All other ships gathering at the specified point. Joint descent in orbital mode to the "slaves basing place".
Mission: In a dogfight, destroy ships, planetary vehicles and a tower defense of the enemy.
All ships landing at the spaceport and pick up the slaves. Gathering at the specific point.
6) The enemy Outpost: Joint flight over the surface of the planet to the gather point.
Small chance of enemy’s attack (small groups), during the flight.
At the gathering point – all ships are landing, dropping ground vehicles with a "former slaves" on board and divided at two groups.
Mission: join one of the attacking groups: "right flank" (ships), "central side" (ground vehicles), "left flank" (ships). On a signal "to attack", destroy the enemy's Outpost.
7) "Den of Evil": Ground vehicle remain to repair the damaged Outpost. All ships gathering at a checkpoint. Joint ascent to orbit, transition at cruising mode to the station at the orbit of the planet.
Mission: Destroy all the ships of "security" and defense cannons at the station. A minute later, the Capital class ship appears (as an option: the Capital class ship can belong to the enemy).
8) "The End": At the surface of the station can be placed a "power generators" – to be accessed only after the destruction of all defense cannons at the station. Destroying the generators is equivalent of the victory.
As an option: FPS with capture the "control points", unlock (hack) the doors of the control tower and its subsequent capture.
9) Rewards for participation. The award lasts one week and is: 5% discount for buy and a 5% premium for sale at the station, as well as 1% of the profits of the station (due to the fact, that the player does not select the station for which he fought, the reward will always be different, sometimes as "worth nothing", sometimes as "Jackpot").
Event of such scale, it is very difficult to implement in its entirety. But at the moment, you can use a "two or three element quests", it's much easier and will give an experience to "assemble" more complex "chain of events" in the future.
P.S. Yes, I love this game, so much!
Best regards CMDR VANLORD.