Post by Ryan on Feb 7, 2011 15:38:19 GMT -5
Here's a few ideas I've thought of today.
Slavery. We've always been able to enslave our enemies crew to be our own crew, but what if we could enslave them to sell on a border planet?
How about sell our own crew into slavery? (Of course that would give us a bad rep, and lower our chances of recruiting crew from spice halls)
(new officer: slaver? Higher chance of keeping slaves inline, and from ganging up and revolting... also possibly weapons on board to keep them hostage/quiet... or weapons possibly getting into the wrong hands and a HUGE revolt on ship! haha)
Now on the flip coin:
Luxury cruises/space taxi/bus/train w/e.
How about being able to convert crew quarters or hold into luxury quarters, and have people willing to pay big money (for a cruise), or take the economy rate (taxi/bus) to travel to different worlds. Granted the size of your ship, along with your reputation should highly influence this. Cruises could anywhere from 2-3 or 50-100+ different coordinates, and then back to the starter planet, or a different planet depending on the contract details. (higher reputation/safe travel rate means going into red zones rather then just the green sectors, for a higher reward of course... paid at the END of the trip. Or 50 beginning/50 end, 90/10, 80/20 etc whatever works)
As an example:
Captain Drew, of the Cadar Syn. has accepted a palace contract to do business on a deep space planet. While walking back to his ship, he sees a family holding a sign saying they are trying to get off world to a nearby planet that happens to be in the same direction as his original contract. Now since his contract has plenty of time left, and involves no illegal activity, he decides to pick up these people and accept there 500 credits to be transported. He then drops them off on the planet they wanted, gets paid 500 (taking care of some fuel costs) and continues his contract.
Now how about some contraversy. Captain Jon Walker is a smuggler for house Thulan, and decides to take some artifacts to a better buyer. Along the way he checks the local travel agency, and finds a school is looking for a space bus to take a group of 25 students on a short term field trip, and bringing them back in two weeks. Now being a bit shady anyway, Jon realizes he has a fairly good reputation on this planet, but has traded in slaves on a different planet. He decides to pick up these students, and sell them into slavery on a nearby planet, or blackmail the school to pay for the students release.
Anyway, I could see this being a way to make money in the early game, either for good or evil. Of course, you'll never get a great income in the beginning, but it might pay for your fuel while doing missions. (also risky as pirates/slavers would gladly take your new 'cargo' and sell them into slavery! oh no!)
However, the late game could be really rewarding for a luxury liner, making 35-80-100+ stops, and half a million credits at the end for a safe return... Of course, this would make a whole new line of ships worth building.. or older modules worth converting.
Say a large battleship conversion, stripping most of its guns and engines, and adding cargo/crew/luxury cabins(if implemented) and possibly some more solar sails. Or buy new and get the luxury cruise ship...
Slavery. We've always been able to enslave our enemies crew to be our own crew, but what if we could enslave them to sell on a border planet?
How about sell our own crew into slavery? (Of course that would give us a bad rep, and lower our chances of recruiting crew from spice halls)
(new officer: slaver? Higher chance of keeping slaves inline, and from ganging up and revolting... also possibly weapons on board to keep them hostage/quiet... or weapons possibly getting into the wrong hands and a HUGE revolt on ship! haha)
Now on the flip coin:
Luxury cruises/space taxi/bus/train w/e.
How about being able to convert crew quarters or hold into luxury quarters, and have people willing to pay big money (for a cruise), or take the economy rate (taxi/bus) to travel to different worlds. Granted the size of your ship, along with your reputation should highly influence this. Cruises could anywhere from 2-3 or 50-100+ different coordinates, and then back to the starter planet, or a different planet depending on the contract details. (higher reputation/safe travel rate means going into red zones rather then just the green sectors, for a higher reward of course... paid at the END of the trip. Or 50 beginning/50 end, 90/10, 80/20 etc whatever works)
As an example:
Captain Drew, of the Cadar Syn. has accepted a palace contract to do business on a deep space planet. While walking back to his ship, he sees a family holding a sign saying they are trying to get off world to a nearby planet that happens to be in the same direction as his original contract. Now since his contract has plenty of time left, and involves no illegal activity, he decides to pick up these people and accept there 500 credits to be transported. He then drops them off on the planet they wanted, gets paid 500 (taking care of some fuel costs) and continues his contract.
Now how about some contraversy. Captain Jon Walker is a smuggler for house Thulan, and decides to take some artifacts to a better buyer. Along the way he checks the local travel agency, and finds a school is looking for a space bus to take a group of 25 students on a short term field trip, and bringing them back in two weeks. Now being a bit shady anyway, Jon realizes he has a fairly good reputation on this planet, but has traded in slaves on a different planet. He decides to pick up these students, and sell them into slavery on a nearby planet, or blackmail the school to pay for the students release.
Anyway, I could see this being a way to make money in the early game, either for good or evil. Of course, you'll never get a great income in the beginning, but it might pay for your fuel while doing missions. (also risky as pirates/slavers would gladly take your new 'cargo' and sell them into slavery! oh no!)
However, the late game could be really rewarding for a luxury liner, making 35-80-100+ stops, and half a million credits at the end for a safe return... Of course, this would make a whole new line of ships worth building.. or older modules worth converting.
Say a large battleship conversion, stripping most of its guns and engines, and adding cargo/crew/luxury cabins(if implemented) and possibly some more solar sails. Or buy new and get the luxury cruise ship...