I've been reading through the dev threads and the rules governing the different player "classes" seem to be getting very complicated.
My ideas run like this-
I presume all players have a reputation rating in each class that influences the RPG elements and event systems, and performing actions will increase or decrease that rating.
Pirates attack ships in order to steal their cargo, you get bigger profits if you don't have to buy it first right?
I read somewhere that if a ship dumps it's cargo and some else picks it up then it will be flagged as stolen. So why not make pirates traders in stolen goods? The piracy rating will go up with the amount sold or the credits earned.
You don't have destroy the victim. If you have a high enough rep you could intimidate him into dumping his load and running away.
The trader rating would go up for selling legal goods.
Smugglers are traders in illegal goods.
Slavers trade slaves.
Bounty hunters are slightly different.every fugitive has a price on his head which anyone with a clean rating can claim. The listed bounty is for the subject to be turned in alive. Killing him nets a lesser reward and destroying his ship but letting him escape pays the least.
Players who want to specialize in bounty hunting can buy a license which will give them access to agencies. An agency will list the highest paying jobs and for a slice of the bounty they will help the player find the subject and hand him over to the authorities.
Assassins are paid to kill. They get their jobs from direct chat with NPCs and players, or through whatever media is appropriate. Their rep goes up with every successful job.
Mercs and navy get missions from their HQ and their reps go up by firstly by completing the missions and secondly by destroying the enemy.
Players who attack other players and NPCs for no good reason, are psychopaths and should be kicked. I guess they could get a warning by being ruthlessly hunted by police and bounty hunters, but if they persist then ban them.
Anyway, that's how I see it.
Cheers
My ideas run like this-
I presume all players have a reputation rating in each class that influences the RPG elements and event systems, and performing actions will increase or decrease that rating.
Pirates attack ships in order to steal their cargo, you get bigger profits if you don't have to buy it first right?
I read somewhere that if a ship dumps it's cargo and some else picks it up then it will be flagged as stolen. So why not make pirates traders in stolen goods? The piracy rating will go up with the amount sold or the credits earned.
You don't have destroy the victim. If you have a high enough rep you could intimidate him into dumping his load and running away.
The trader rating would go up for selling legal goods.
Smugglers are traders in illegal goods.
Slavers trade slaves.
Bounty hunters are slightly different.every fugitive has a price on his head which anyone with a clean rating can claim. The listed bounty is for the subject to be turned in alive. Killing him nets a lesser reward and destroying his ship but letting him escape pays the least.
Players who want to specialize in bounty hunting can buy a license which will give them access to agencies. An agency will list the highest paying jobs and for a slice of the bounty they will help the player find the subject and hand him over to the authorities.
Assassins are paid to kill. They get their jobs from direct chat with NPCs and players, or through whatever media is appropriate. Their rep goes up with every successful job.
Mercs and navy get missions from their HQ and their reps go up by firstly by completing the missions and secondly by destroying the enemy.
Players who attack other players and NPCs for no good reason, are psychopaths and should be kicked. I guess they could get a warning by being ruthlessly hunted by police and bounty hunters, but if they persist then ban them.
Anyway, that's how I see it.
Cheers