Post by Deleted on Dec 27, 2012 11:44:00 GMT -5
Wth the last added operation being forever ago, I thought it would be cool to have some new operations added. Here are some that I was thinking of
Spice Hall Operation: Gamble
Goal: Credits
Cost: Credits
Attributed skills: Tactics/Wisdom
Attributed Officer: First Mate
- Max gamble 2% bankroll
- Based on tactics and wisdom skills
- Increased difficulty as time goes on
- Choose amount of credits for gamble (upto 2% of bankroll) more credits = higher risk + greater potential returns
- Min/Max amount of credits that can be gambled based on spice hall rating and other factors
- The higher the spice hall rating, the more exensive and the more difficult but also the higher the potential returns
- Odds generally against you; your skills will be tested
- Specific details would be upto develuper
Dead Planet Operation: Alien search
Goal: Finding aliens
Cost: Crew, HP
Attributed skills: Explorer, Intimidate, Warrior, Tactics, Stealth
Attributed Officer: Templar
- Like explore, except you send crew in search of aliens rather than contraband
- Much more dangerous than regular wild/feral planets
- If succesful, you will find aliens which you will try to kill for high salvage values and XP
- Explorer/Tactics for chance of finding aliens and avoiding deaths and HP on planet
- Warror/Strength for avoiding HP loss and crew deaths and Intimidate/Charisma for avoiding crew deaths
- Odds generally against you; your skills will be tested
- specific details upto develuper
Palace Operation: Decriminalize
Goal: Remove crminal status with syndcates/clans with possitive rep
Attributed skills: none
Attributed officer: none
Cost: Time
- Pardon-like option available if you have a wanted flag for syndactes/clans but have possitive rep with all of them
- Costs time
- Provides simple, cheap method of removing wanted flag once you are liked
- Specifc details upto develuper
Palace Operation: Surrender
Goal: Remove negative rep and wanted flag
Cost: Imprisonment
Attributed skills: Negotiate, Warrior, Intimidate
Attributed officer: Political
- Allows player to turn themself in at palace
- Good for players who can't afford a pardon and don't have the skills/rep for conflict particpation without pissing off another faction even more
- Costs less time and fees and decrease chance of HP loss than surrender to ship
- Your negotiate skill allows you to negotiate the sentence and fees depending on your actions (did you attack ships in your own sector with warrent, did you break embargo by trading water-fuel etc), the credits you have and reputation
- Warrior and Intimidate helps prevent HP loss
- Available until Palace is closed
- Specific details upto develuper
Enemy Combat Operation: Surrender
Goal (from enemy standpoint): survive if they don't have the skills to fight/escape
Cost (from enemy standpoint): risk of search, loot and imprisonment
Attributed skills: Total LV, especially from Intimidate
Attributed officer: Military
- Makes sense that like you, enemies can and would surrender if they trusted you (rank/warrent) or don't have the skills to fight/run and are afraid of death
- Like with victory, you lose rep looting and enslaving
- If you have a warrent, rank and permit with the faction owning the sector you're in, and the enemy does not have permit, you can take weapons, electronics, artifacts and records without rep loss (like enemy bounties and warships)
- Cannot destroy enemy ship due to shaulen law
- Probability of enemy surrender based on your reputation, wanted statuses, history of hostility, total LV and Intimidate skill as well as the enemy's AI, level and ship cargo
- This could allow captains to act as enemy bounties an warships, patroling your sector for enemy smugglers and pirates trying to smuggle illegal cargo
- Specific details upto develuper
Palace Operation: Donate
Goal: Gain reputation
Cost: Credits
Attributed skills: None
Attributed officer: None
- Allows player to donate his/her credits to faction for increased rep
- Only used with positive rep
- Allows players with massive credits (20 mil+) to use them for something
- Specific details upto develuper
Option: Retirement
Goal: Conclude captain's story and win the game
Cost: See below
- Win game and complete captain's story
- Certain rep required with home faction
- Certain lv required
- Certain credts required
- Certain award(s) required to be unlocked
- Certain 1 "final" contract completion required - contract specifics depending on the captain's skills and focus throughout game (exploration, surveillance, trading, bounty hunting etc)
- Merchant/ smuggler, high negotiate, pilot and/or stealth and done a lot of trading and ending shortages/surpluses? deliver mass amounts of high signature. cargo to various planets which may attract hostile pirates, warships or worse
- Explorer, high explorer and done a lot of exploration? explore a certain dead planet in search of lost ancient technology which may save the quadrent. dead planets have a much higher danger rating than wild/feral planets
- Bounty Hunter/Pirate, high warrior, pilot and/or tactics and done a lot of combat/bounty contracts? assassinate certain key high-level targets which may be residing in high-ranking military ships (omega, titan) or worse
- Military officer/Zealot, high intimidate and/or tactics and done a lot of blockades? blockade a certain urban planet to disrupt trade by ships that are develuping a deadly weapon which threatens the quadrent. security rating much higher than normal urban/wild planets and you may be intercepted by bounties, warships or worse
- Spy, high stealth and/or tactics and done a lot of surveillance? spy on a sector where dangerous, illegal activity is happeing and sell produced records to specific nearby planets. security rating higher than normal sectors and you may be intercepted by pirates, bounties or worse
- based on profession and focus you may be asked to do one or more of the above although only 1 or 2 is required
- Specific details upto develuper
Questions, suggestions, comments and feedback are welcomed
Spice Hall Operation: Gamble
Goal: Credits
Cost: Credits
Attributed skills: Tactics/Wisdom
Attributed Officer: First Mate
- Max gamble 2% bankroll
- Based on tactics and wisdom skills
- Increased difficulty as time goes on
- Choose amount of credits for gamble (upto 2% of bankroll) more credits = higher risk + greater potential returns
- Min/Max amount of credits that can be gambled based on spice hall rating and other factors
- The higher the spice hall rating, the more exensive and the more difficult but also the higher the potential returns
- Odds generally against you; your skills will be tested
- Specific details would be upto develuper
Dead Planet Operation: Alien search
Goal: Finding aliens
Cost: Crew, HP
Attributed skills: Explorer, Intimidate, Warrior, Tactics, Stealth
Attributed Officer: Templar
- Like explore, except you send crew in search of aliens rather than contraband
- Much more dangerous than regular wild/feral planets
- If succesful, you will find aliens which you will try to kill for high salvage values and XP
- Explorer/Tactics for chance of finding aliens and avoiding deaths and HP on planet
- Warror/Strength for avoiding HP loss and crew deaths and Intimidate/Charisma for avoiding crew deaths
- Odds generally against you; your skills will be tested
- specific details upto develuper
Palace Operation: Decriminalize
Goal: Remove crminal status with syndcates/clans with possitive rep
Attributed skills: none
Attributed officer: none
Cost: Time
- Pardon-like option available if you have a wanted flag for syndactes/clans but have possitive rep with all of them
- Costs time
- Provides simple, cheap method of removing wanted flag once you are liked
- Specifc details upto develuper
Palace Operation: Surrender
Goal: Remove negative rep and wanted flag
Cost: Imprisonment
Attributed skills: Negotiate, Warrior, Intimidate
Attributed officer: Political
- Allows player to turn themself in at palace
- Good for players who can't afford a pardon and don't have the skills/rep for conflict particpation without pissing off another faction even more
- Costs less time and fees and decrease chance of HP loss than surrender to ship
- Your negotiate skill allows you to negotiate the sentence and fees depending on your actions (did you attack ships in your own sector with warrent, did you break embargo by trading water-fuel etc), the credits you have and reputation
- Warrior and Intimidate helps prevent HP loss
- Available until Palace is closed
- Specific details upto develuper
Enemy Combat Operation: Surrender
Goal (from enemy standpoint): survive if they don't have the skills to fight/escape
Cost (from enemy standpoint): risk of search, loot and imprisonment
Attributed skills: Total LV, especially from Intimidate
Attributed officer: Military
- Makes sense that like you, enemies can and would surrender if they trusted you (rank/warrent) or don't have the skills to fight/run and are afraid of death
- Like with victory, you lose rep looting and enslaving
- If you have a warrent, rank and permit with the faction owning the sector you're in, and the enemy does not have permit, you can take weapons, electronics, artifacts and records without rep loss (like enemy bounties and warships)
- Cannot destroy enemy ship due to shaulen law
- Probability of enemy surrender based on your reputation, wanted statuses, history of hostility, total LV and Intimidate skill as well as the enemy's AI, level and ship cargo
- This could allow captains to act as enemy bounties an warships, patroling your sector for enemy smugglers and pirates trying to smuggle illegal cargo
- Specific details upto develuper
Palace Operation: Donate
Goal: Gain reputation
Cost: Credits
Attributed skills: None
Attributed officer: None
- Allows player to donate his/her credits to faction for increased rep
- Only used with positive rep
- Allows players with massive credits (20 mil+) to use them for something
- Specific details upto develuper
Option: Retirement
Goal: Conclude captain's story and win the game
Cost: See below
- Win game and complete captain's story
- Certain rep required with home faction
- Certain lv required
- Certain credts required
- Certain award(s) required to be unlocked
- Certain 1 "final" contract completion required - contract specifics depending on the captain's skills and focus throughout game (exploration, surveillance, trading, bounty hunting etc)
- Merchant/ smuggler, high negotiate, pilot and/or stealth and done a lot of trading and ending shortages/surpluses? deliver mass amounts of high signature. cargo to various planets which may attract hostile pirates, warships or worse
- Explorer, high explorer and done a lot of exploration? explore a certain dead planet in search of lost ancient technology which may save the quadrent. dead planets have a much higher danger rating than wild/feral planets
- Bounty Hunter/Pirate, high warrior, pilot and/or tactics and done a lot of combat/bounty contracts? assassinate certain key high-level targets which may be residing in high-ranking military ships (omega, titan) or worse
- Military officer/Zealot, high intimidate and/or tactics and done a lot of blockades? blockade a certain urban planet to disrupt trade by ships that are develuping a deadly weapon which threatens the quadrent. security rating much higher than normal urban/wild planets and you may be intercepted by bounties, warships or worse
- Spy, high stealth and/or tactics and done a lot of surveillance? spy on a sector where dangerous, illegal activity is happeing and sell produced records to specific nearby planets. security rating higher than normal sectors and you may be intercepted by pirates, bounties or worse
- based on profession and focus you may be asked to do one or more of the above although only 1 or 2 is required
- Specific details upto develuper
Questions, suggestions, comments and feedback are welcomed