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Post by jtwood on Dec 3, 2010 9:22:12 GMT -5
So say I'm in Thulun space with a Trade and Death permit when I run into a Thulun pirate. Will I lose rep with Thulun if I retreat? If I surrender, won't the pirate ransack my ship despite my permits? I mean, they're pirates, right?
Looking for some advice on how to behave here.
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Post by Cory Trese on Dec 3, 2010 14:12:04 GMT -5
Retreat -- No Rep Lost. For pirates, you should retreat, they will probably do the same. if you are a good Thulun citizen and have Permit beacons and stuff they won't tangle with you -- it would cost them too much reputation. however, if you surrender they will probably help you by taking your cargo back to Thulun HQ retreating from a pirate, smuggler, alien, hulk, spy (coming soon) will NOT decrease reputation. Merchants will report you, but even if you surrender they will as well which means a draw. Military officers will report you, perhaps chase you (increasing chance of randoms) but if you surrender they're likely to search you. Bounty Hunters will report you and chase you if you have Passengers or Packages from another Faction on board. This can make playing both sides difficult.
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Post by Grobog on Dec 20, 2010 12:53:24 GMT -5
So I should run from pirates but surrender to merchants?
I just started a new captain with the intent of making a merchant trader type guy who keeps friendly with the factions. Before I can even make it to the starting planet I run into a bunch of different ships from my faction and since I am forced to either fight, flee or surrender, I run. I then have a negative rep with my own faction after turning in the initial quest. This makes no sense to me.
Shouldn't there be another option like a wait and see so that encountered ships who have no hostile intent to me (merchants, smugglers, ships of friendly factions) can be allowed to retreat from me.
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Post by Cory Trese on Dec 20, 2010 13:19:20 GMT -5
The "option like a wait and see so that encountered ships who have no hostile intent to me" should be showing up as Acknowledge.
If the other ship does not have an acknowledge button they want you to submit for searching.
If that doesn't help keep posting. There is a lot of room for improvement of that screen and I'm working on it -- so please, keep the suggestions coming!
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Post by Grobog on Dec 21, 2010 9:34:19 GMT -5
Thanks for the reply. I am going to pay close attention to what I encounter and the options it gives me so I can make better recommendations.
I remember wondering why my High level uber high admiral of the Cadar naval forces rolling through town in a tooled up star carrier is being forced to either retreat from or surrender to every lvl 1 merchant in the galaxy. They should be running from me. I could destroy them but I don't want to risk that stray shot that might cause thousands of dollars of damage.
I also think a little more differentiation between the sizes of ships and their capabilities would be helpful. It seems like any time I board even the smallest of ships I loose half my engines in a single round.
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Post by Keevo on Jan 19, 2011 13:36:37 GMT -5
Hey I have an issue along the same lines..
I work for De Valtos and was given a misson by then to kill someone over at a different planet in a Thulun sector. I'm rank 2 in the De Valtos military and have a bounty hunter and trade license. Anyway.. I get the contract and go to the planet. I accept the mission there and the other ship is a De Valtos escape shuttle. Doesn't say one work about pirate or anything. So I carry out the mission - seek and destroy and I did. Then was immediately stripped of a rank and my bounty hunter license - for completing a contract - that they asked me to do - against their own person..??
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Post by Cory Trese on Jan 19, 2011 15:43:47 GMT -5
Yes that is correct, the Captain failed a skill check while taking the Contract and was assigned a Traitor Mission.
It keeps the game going and drives the Captain's game-long efforts to maintain good standing with the Faction in spite of betrayal, bureaucratic and jealousy from other Faction ladder climbers.
The other option is to retreat and fail the Contract, once you realize the Captain you've been sent to kill is flying the De Valtos flag...
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Post by Cory Trese on Jan 19, 2011 15:48:06 GMT -5
I shall manage this the same way as Contracts vs. Independents.
I will move these advanced Encounter types to Hard and above.
That way myself and any other interested parties can still play the full complexity scheme, but Difficult and below will be simplified so ignore Traitor Missions altogether.
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Post by wormholewillie on Jan 19, 2011 15:52:38 GMT -5
I know it's a moving target, but I'd love to see a list of the difficulty levels and their implications.
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Post by Cory Trese on Jan 19, 2011 15:59:26 GMT -5
good addition to the manual
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Post by jeffjway on Jan 31, 2011 2:58:41 GMT -5
Question: (and sorry for pulling out an old topic)
If a mission is given to destroy a ship, I arrive and start the mission and find that the ship is flying an Indep flag, listed as a my faction in title but described as Indep in description (the "this is a XXX ship, you have permits, they should not blah blah" text)
Is this a bug or does that mean it's a chameleon colour ship (like what my first mate says sometimes) or that I SAW THROUGH the disguise?
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