[Suggestion] Ferry Passenger Routes

Nice , but...

This is all nice and good, JimSan, but I have no realistic expectations that Frontier is going to implement anything of this anytime soon. Have you at least talked to Zac or any other from Frontier about your main idea? If yes, what is their response to it?


First of all, still been working on this idea, just slowly thinking up what else could be added to make the entire prospect of Ferry Passenger Routes more interesting and add more gameplay options, however I have thought about how to make it use some of the pre-existing content as well to add more to this idea, namely both Multicrew and Wings, between the two of those Wings has more options as you could have Winged Ferry Passenger events (which I'll come to in a bit) however Multicrew... for now I've yet to work out how Multicrew could be used to benefit a bulk passenger ship in anything other than in a combat role which is already covered by current mechanics so adds little else, have also been working on trying to expand upon the types of passenger events which I briefly went into in the original post to flesh them out and add more variety in them, these can be Solo or Winged events, some of them might be more likely in Wings but again will go into that in the Winged Events section.

Neutral events
  • Sick Passenger: As I mentioned before, a passenger on board has gotten sick (bad in flight meal) and must be taken to a Medical Centre for treatment, you could either take them to a High Tech station which would be the most ideal outcome, take them to any other station which is not too bad, or you could gamble on their illness, either they would just be sick (in Zero G) and complain, or they could be seriously ill, and die, both would be bad Rep for you.
  • Wrong Flight: A Passenger has boarded the wrong flight and is a little distressed, perhaps you could take them to where they wanted to go? take them back to the previous stop? maybe compensate them for a trip to where they want to go? or you could just drop them off anywhere and let them work it out for themselves, tis their own fault for not paying attention.
  • Forgotten Luggage: Similar to the Wrong Flight event, but this time it's their luggage, surely you should go back for it, or you could pay for what they have lost (could be high cost) or pay for shipping, or again let them work out the problem on their own, next time they'll hold on to it tighter.
  • Rowdy/Disgruntled Passengers: You know the sort I'm on about, the ones that ALWAYS have to complain, make a fuss or just have to get the last argument in or just plain bother you over the comms because they don't like your piloting, perhaps giving them a couple of credits will shut them up? yelling tends to work sometimes though might make them worse, or you could give them the boot at the next station, the choice is yours.
  • Boarder Control (False): While I know this might be touchy subject given the current situation, however it shouldn't be discounted as it is a legitimate issue with anything transporting people, but this one is harmless (but you don't know at the time), you'll have a police ship hail you to ask to check the IDs of your passengers, you mostly have a few options, either allow them (and possible move onto the Confirmed version of this Event) or try to bribe them to leave you alone, might not work so perhaps you could run? well that'll get them very suspicious of you and when they do nab you and find out you've got no one they're interested in, you'll get fined for wasting police time.

Bad events
For starters, would like to mention I'm still trying to work out some Bad events which aren't bad enough to go in the Worst events, possible could include Powerplay elements at this level but not sure, open for suggestions.
  • Wanted Passenger: As mentioned before, Police track you down and inform you a passenger on board is wanted, you could either let them attempt to capture them (if they fail, the Wanted person takes over the Police ship which promptly shoots the one who gave them up, eg. You), you could accept a Bribe from the Wanted person but get a bounty on you as well or try to flee to a system outside that Police's jurisdiction.
  • Boarder Control (Confirm): Same as before, but after the Police make contact with you, one of those stowed away makes contact with you, hoping that you'll see their side of things, you could do the same options as before, run or bribe but this time if you're caught your charged heavily per person that stowed away on your ship, but maybe the risk is worth it if they offer whatever they can (possible large amount of mats, not sure).
  • Passenger Fight: Things have heated up and now the passengers are going at one another, what is a pilot meant to do to get them all to shut up and sit down? perhaps pay them? normally works, maybe let them go at one another till they get bored? maybe not if things get outta hand and someone dies, give them all the boot? solves things for you at a cost to rep, maybe but just maybe doing a high gee spin will get them all to shut up? could work but you'll prob injure someone in every cabin and lose a lot of rep, but it's worth a shot, right?

Worst events
Won't go much into these as you can pretty much guess what it's about.
  • Assassin: As before, someone wants a passenger to have an early retirement, either fight, pay off, run or hope the Police arrive.
  • Hostage: Gunman on board, being a problem, pay them off, stall for police intervention, follow demands, gamble their bluff or eject into space, but it'll cost you Rep if things go wrong.
  • Bomb Threat: Nearly the same as above however the risk is more than Rep/Passenger count, if it goes off that cabin is completely destroyed and also 10% of your hull (not sure if total hull or what you got atm)
  • Kidnapping: Perhaps you're transporting a lot of high paying passengers in first class cabins, maybe they might be worth something, more or less like an Assassin but they'll just disable your ship, shoot a limpet at you which forces out the highest quality cabin (First/Lux only) from your ship and runs off with it, defend yourself and your passengers or just space the cabin and let them fend for themselves.
  • Slavers: Like the Kidnapping but they want EVERYONE, slavery is a thing in the Elite Universe and what better way to getting Slaves is when they're already in space on a mostly defenceless passenger ship, again disable ship, limpet sent to hack your ship to eject all cabins into space, they'll just leave you there to repair and deal with the consequences.

Now then, all of the above is mostly written for Solo Passenger Commanders but can work in wings as well, however I've been trying to work on specific Winged Events, things which would only happen when you've got a wing of passenger ships, well for starters I wanted the events to take into account what ships are in the wing, it'll only look into if they ship is built for passenger/hauling or not, those which aren't are considered as escorts, Wings more inclined with Haul/Pax ships or more with Escorts should get events which took that into count, perhaps more combat heavy for Escort Wings while Convoy Wings are more likely to get border control or Slavers, Hybrid (50/50) Wings could either get a low end mix of either type or their own set of events to take into account of the general mix of ships.
However at this time I'm not sure of unique Winged missions (again suggestions are welcome) other then more heavier versions of Soloist events (like a whole fleet of Slavers) but will get round to working on them, hope this does sound interesting and again do hope that Frontier can make improvements to Passenger missions which take into account for Passenger routes rather than the current Taxi like missions we have currently.


Oh and nearly forgot, was thinking of Tramp routes also using the route planner tool in the galaxy map to determine a Tramp route, as in you set out a route first, then head back to the Tramp route services and click on a button to 'advertise' your route to passengers and they'll board accordingly if they want to go to the systems you're jumping to etc.
 
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This is all nice and good, JimSan, but I have no realistic expectations that Frontier is going to implement anything of this anytime soon. Have you at least talked to Zac or any other from Frontier about your main idea? If yes, what is their response to it?

Have shown the previous thread of this suggestion (back during passenger beta) to Sandro, however not shown it again since then. He said he'd give it a look but considering it was during the beta I doubt he'd have much time to look (and most likely messaged by everyone else), haven't messaged Zac about the suggestion as of yet, might do after next patch drops so they have more time to read things.

And I know things might not arrive anytime soon, which is why I've been working on it slowly to sort out any possible issues with it or to add more engaging/interesting gameplay etc
 
Another thought I've been thinking for this, while it is indirectly part of the entire Passenger ecosystem I've been thinking of how to make PvP content for Ferry Routes and Passengers in general, however the only thing which I've thought of so far is players also participating on the Assassin/Kidnapping/Slavers part of the worst events, I'll go into each of them after mentioning how I propose that you'll be able to pick up the missions.


How to play the bad guy
Well for starters, you can't really profit from someone running passengers so far (that I know of), I mean you can kill them, hope they have a bounty but you don't really profit from it with cash, but what if you can? say someone picked up a ferry route contract, and say there's a chance that someone that may hop on board their ship is wanted for whatever reason, alive or dead or a particular faction wants slaves through any means just happens to be looking at the flight plan for that player on that route, they'd put out a job on mission boards for all stations within 10lys of each stop (only when the pax ship lands) to search the route for that ship and to fulfil their task.

What's that? how will they know where to look? well the mission the, let's say hunters would pick up would include the route of the target, however they'll have to search from there, they won't know exactly where their target is other then they were within 10ly when the mission was picked up, the mission fails once the target has completed it's route. Camp out at the end point? sure you know where that is? route doesn't really list which station that is.
However this would need to be refined if required.

Open mode only benefits
While yes I do mostly play solo/group I do consider open game play, which this is for, perhaps doing this passenger routes net you a hazard pay? an extra 10-15% on top once completing the route, so what about if they hide into solo once picking up the mission? hazard pay revoked and hunters aren't penalised for such an act, not even popping back into open afterwards would let the passenger player gain it back for that route, you'd need to do the entire route in open or lose it, however if they do need to for any reason hop back into solo/group, then it becomes a normal ferry route but without hazard pay.

Now let's get down to what you'd need to do to perform each type of hunting job.

Assassin
Find, Catch, Shoot, Kill, pretty much basic stuff in game now, just catch them and blow the target up, the employer isn't really fussed with collateral damage, however you'd get a hefty bounty on you for doing so.

Kidnapper
Now this is where new things begin, you need to find and catch them, but don't blow them up, disable yes sure, but then you need to get the passengers out, only thing I can think of is some sort of hijack limpet which can target specific cabins then disable life support for that cabin and lock the doors, forcing the passengers to exit via escape pods, find the passenger/s you need, nab them and return to the employer, escape pod would need to be smuggled in, passenger ship is able to turn life support back on after a moment then rescoop any remaining passengers left in space, doing so is fairly important.

Slaver
Very similar to the above, but your employer wants as many people as you can carry, might give you multiple routes to keep an eye on for any passenger ships, but it begins the same way really, find your target, disable them, but use hijack limpet without picking a cabin, which would result in all cabins shutting down and a flood of escape pods shot out, use collector limpets to nab as many as you can before the passenger ship is active again, then smuggle in, employer would pay a set amount times the amount of pods you managed to bring them above a minimal amount etc.​

But I'm the passenger ship, what can I do against this?
Well for starters, fight back, don't get caught, however there is only a bit more for the latter two hunter options, if you lose the fight against the assassin you've already lost, but against the other two perhaps you'll be willing to risk trying to save the passengers? for a slaver there isn't much to lose if you go after them, perhaps you'll be rewarded for doing so by your employer or the passengers themselves for saving them?

Couldn't this also be used for PvE hunter missions?
Yep, however the passenger ship would be an NPC and they don't get paid anyway, but could also provide the same content, but still that would provide more options for PvE hunter players, but the hazard pay would be the main intensive for people to use open to get that little bit more money, which would give PvP hunters something to hunt.


Anyway hope that is something interesting to think about, I do realise that all the ideas in this thread would take a good overhaul of the current passenger missions, however I do feel that these would be an improvement of the simple taxi-like bulk passenger missions we have so far.
 
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