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Post by jtwood on Nov 24, 2010 13:10:35 GMT -5
Sometimes, I'll get a bounty contract from a faction that has me going after a ship flying a flag from the same faction. After winning the battle, I always return to find my permits revoked because I attacked someone from the same faction.
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Post by Cory Trese on Nov 26, 2010 0:12:41 GMT -5
Did you take a job against the independents? that was probably a Faction member in disguise, or a traitor (fallen hero.)
It is complicated, sometimes the Faction screws you or sends you into a trap. This is most likely if you have recently been a criminal, or have been screwing over people in alliances with the faction.
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Post by jtwood on Nov 26, 2010 10:33:09 GMT -5
Interesting. Okay, I'll keep in mind that this is part of the programming, and if it looks like they're flying the same flag, just retreat.
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Post by Kelvin Zero on Nov 30, 2010 15:52:15 GMT -5
That exact thing happened to me yesterday. I am playing a Captain early in his career and I recieved a contract from my faction to bump off a spy. I track down the spy only to find him to be flying my faction's flag! I didn't know if I was still supposed to attack him or if he was an innocent bystander who bumbled into a fight. I let him go and found I failed the contract. It was a juicy one too for a beginning captain. I was worried I would lose faction status for shooting a ship of my own faction.
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Post by Cory Trese on Dec 1, 2010 1:08:34 GMT -5
Kelvin,
Perhaps we should stop issuing these Traitor contracts. It seems like people don't like them?
We thought they would add some variety and allow for some additional use of the Conflicts to color the missions.
However, it seems like it might be less fun in real life than it was in planning.
-- Core
PS: I love the SIG!!! LOL @ "Why is the Vudka always gone?"
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dumb
Curator
Posts: 32
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Post by dumb on Dec 1, 2010 2:27:44 GMT -5
cory, the concept does seem nice... but i think in practice it is confusing. if you got rid of it, that'd be okay.... or the other option would be to make the wording of the contract completely distinct... or even make it so the contract has a bolded title... "Assassination" or "Bounty" or "Traitor Hunting"... etc... with a parenthetical note that actions against this ship will lead to such and such result.
Another option, maybe, is to setup a variable in the pre-combat screen (the one where you select "Battle Stations"... so that on the bottom it gives hints at what could result. (or maybe the variable also is set based on difficulty... so that at higher difficulties, there are no hints).
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Post by Cory Trese on Dec 1, 2010 3:15:57 GMT -5
mr. dumb,
and in the end it must be the practice, not the concept that wins out.
for reasons related to the internal limitations of ST RPG, the game cannot efficiently predict *exactly* when Traitor Missions might occur, so I would have trouble giving the player 100% "Traitor Hunting" labels.
The more we talk about it the more I think it should just be cut off -- especially since I can only provide information about it in "Battle Stations," which is only half of your suggestion.
From a code standpoint it is very easy to eliminate tho, actually cuts out a chunk of code -- less to maintain and if we're right, more fun!
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Post by jtwood on Dec 1, 2010 12:31:46 GMT -5
I think it's just a confusing set of events.
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