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Pilot Commodity Auto-add - Printable Version

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Pilot Commodity Auto-add - jxie93 - 01-30-2010

So I've read people saying that you can't RP capture or arrest recently, which made me wonder - what if player ships could automatically carry pilots in their cargo hold just like all the NPCs? This could definitely increase RP possibilities as certain situation which require pilots could be carried out. For example: Hostage holding for ransom, jail break etc.

Basically this can be done by a FLHook command which scans for your ship's ID and places a pilot of the specific faction on the ID in your hull. This will be made mandatory and every ship must reserve at least 1 unit of cargo space for a pilot. The idea can even be expanded onto larger ships such as transports and capitals where the command can be configured to add x amount of pilots or even captains and admirals into the hold. But this will require FLHook to recognise the ship type as well and I'm not sure if it can be done.

Advantages:

-Increased RP possibility/flexibility.

Disadvantages
:

-Possibility of abuse (example: player keeps blowing the other up and tractor the pilot for $$$.)

Now criticise and contribute.

edit: I'm aware of the fact that this idea may have been suggested before.



Pilot Commodity Auto-add - Mounteblanc - 01-30-2010

Well, as long as NPCs don't demand them, it would be pretty awesome.

I just don't see how they could be prevented from being farmed... Maybe have their credit values auto-set to zero, if possible?

Well, we could just add an FLhook Command that adds one escape pod to everyone's cargo. You can't farm those.


Pilot Commodity Auto-add - Alex. - 01-30-2010

Making it mandatory to carry one... Causes problems.

You'd have to increase the cargo of every player-pilotable ship in the game - same thing happened with IDs.

@Gauss: I don't -think- that is possible... Could be wrong - but I don't think individual commodity units can be changed without every other unit of it on the server getting that aswell.


Pilot Commodity Auto-add - Tovig - 01-30-2010

I had exactly the same idea and I was about to post it here. I'm for it.


Pilot Commodity Auto-add - Quorg - 01-30-2010

' Wrote:Well, as long as NPCs don't demand them
This.


Pilot Commodity Auto-add - aerelm - 01-30-2010

If this happens, means I've wasted hours on Killing NPCs to gather Pilots for my different ships ....

But still, it's a pretty cool Idea! I love it! (well ... I'm already doing the same thing in a harder way:unsure:)


Pilot Commodity Auto-add - Friday - 01-30-2010

Wasnt there a suggestion for pilots to be an equipment rather than a commodity?

If it were 'unequippable' then it would still drop out if the ship is destroyed right? but it wouldnt get scanned as cargo by NPCs.


Pilot Commodity Auto-add - ErikssonJeny - 01-30-2010

The only problem would be the cargo hold, I mean why don't we make pilots weightless? And non-loseable.

So even after you "die" you don't have to go buy a new crew and spend mills of credits.


Pilot Commodity Auto-add - Tovig - 02-01-2010

' Wrote:The only problem would be the cargo hold, I mean why don't we make pilots weightless? And non-loseable.

So even after you "die" you don't have to go buy a new crew and spend mills of credits.

Good idea.


Pilot Commodity Auto-add - Evan_ - 02-01-2010

It's a great big yes, with a small little no. What's the following.

I can accept the fact, that that a lot (read all PC) pilots have untraceable escape pods what never fail. When I got shot down, I curse my opponent, or thank god that the pod worked - again. I imagine explainig the situation later to the dockmaster why I need a thorough repair, or even a new craft.

It's harder to ingest if the guy shot me down carries a pilot - representing me - away to home for trial, interrogation, execution or whatever. It would be even harder for him to explain why I appear four hours later unharmed, ready to pew-pew.