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?
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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