dumb
Curator
Posts: 32
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Post by dumb on Nov 30, 2010 14:50:24 GMT -5
I think it would make sense that when you are viewing a contract, you only have two choices... accept or reject.
However, if you use the Android "Back" button, you just exit the contract screen with no consequence. Essentially, you reject the offer, but there are no penalties. I have noticed that there are certain screens you cann't "back" from, such as the combat screens. Perhaps the contract screen should be the same?
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Post by Cory Trese on Dec 1, 2010 1:06:04 GMT -5
I have added this to the bug list! Keeping the score system honest is a big thing for the Awards system!
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Post by The Unreal Fire on Dec 16, 2010 12:52:19 GMT -5
Is there actually penaults for rejecting contract?
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Post by Cory Trese on Dec 16, 2010 19:16:23 GMT -5
I wouldn't call them penalties. The Captain is treated a little bit differently when he has a reputation as being selective about Contracts.
Same with Captains who never use Void and those that never have a Contract expire.
Soon, Awards will be tracked and special upgrades/ships available for experts ... but for now, it is just slight differences in the Palace, Spice Hall and Shipyard.
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Post by The Unreal Fire on Dec 17, 2010 3:26:41 GMT -5
Right. Just asking because my merchant is not exactly intrested of contracts that require fighting or cause him losing reputation among his customers.
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Post by Cory Trese on Dec 17, 2010 3:34:01 GMT -5
Right. I've been trying to think of a good game balance way to keep the missions given matching the missions wanted. not sure best way yet -- i hate to have the merchant rejecting combat missions constantly -- game/Faction should wise up.
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Post by The Unreal Fire on Dec 17, 2010 5:12:04 GMT -5
How about keeping track what kind of missions have been accepted during game and player combat behaviour? Comparing those against selected profession(merchant/smuggler/pirate) should give some direction what to offer. Or maybe not. I tend to reject contracts that are not close by. Well, selected profession should alone give some focus. Is that information even saved anywhere? If not, then it's gonna be a bit more difficult...
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Post by Kelvin Zero on Dec 17, 2010 23:56:33 GMT -5
I was thinking it would be a good idea to localize mission types according to who could give it to you. The palace could have a mission control who would give combat oriented missions (bring this criminal to justice, blockade this planet, or capture this pirate). The spice hall could have transport missions or retrieval missions (ferry these people to a secret spot or send this mission item to our agents in x). That way a captain would know ahead of time what type of trouble he was getting into.
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Post by Cory Trese on Dec 18, 2010 3:04:42 GMT -5
Bingo!
How about
* Spice Hall => Smuggler, Delivery Missions [Merchant, Smuggler] * Palace => Capture, Destroy Missions [Bounty Hunter, Officer] * StarPort => Unreleased Mission Types * Military Base => Blockade, Spy
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Post by havocme on Dec 18, 2010 3:43:40 GMT -5
Love that idea, Cory.
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Post by Cory Trese on Dec 18, 2010 3:50:31 GMT -5
coding away right now. seems like a very logical change and it helps me frame out the new mission types as well.
We are planning on adding 10 new types and I was very worried about the huge random list system the code uses today. In the end it seems like the major places to get Contracts will each have 3-4 types that are all similar -- Combat, Travel, Exploration, Trade and War
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Post by The Unreal Fire on Dec 18, 2010 6:19:03 GMT -5
And here it is, simple good idea. Wonder why it is that we coders tend to come up with complex solutions for simple problems...
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Post by myedroid on Dec 19, 2010 15:42:46 GMT -5
Stupid Wombats.... : )
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Post by matthew on Dec 19, 2010 18:05:48 GMT -5
I really like the idea of having types of contracts divided up like that. Excellent idea Kelvin Zero, and Cory the planned execution looks great!
I also wouldn't mind seeing a list of contracts, showing information like payout, difficulty, faction and distance, and once you approach the person offering the contract, that is when you make the decision to accept or decline it (with the appropriate hit to reputation).
The amount of information publicly viewable could be based on who you were getting the job from. For example, a datapad or cargo job could be completely open (who cares if Starcorp wants 10 tonnes of horse dung hauled to Thulun Prime), but once it gets down to shadier jobs such as transporting illegal goods or performing an assassination, you have to show a certain commitment before you'll get all the details. Reputation could also be factored into this (although I see the complexity of implementing this spiraling out of control...).
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Post by havocme on Dec 20, 2010 7:27:56 GMT -5
Maybe more details of the mission shown based on your rep?
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