There are plenty of programmers who are offering their abilities and time to add more user commands so let's use this thread to post and discuss your wishes...
Current wish list is tracked in the next post...
To see what user commands are available, type /help in game.
Here's my list of "requirements" collected from various posts...
Bank:
- Bank comand allows you to open an account, deposit cash and withdraw cash and the best part ... you can share the account with whoever you like. No more need for bank characters or dropping credit cards in open space. No need to request others to do a transfer for you (works only with cash not equipment).
- Create an account and deposit cash. Tell your faction members the account name and password and they can all deposit (no need to wait for the bank to login) and you can withdraw as needed.
- Another neat thing about the bank command. When a faction wants to purchase a system ... they just tell admins which account to pull the cash from.
- This command isn't really needed. The /givecash, /drawcash commands provide sufficient functionality.
Shutup:
- Acommand to shut off all ingame mesages? like from players death messages etc.? in particular player X has departed/joined messages.
- Something like:
/set newmsg param (off, all, system)
/set depmsg param (off, all, system)
Messages:
- add /o - ooc chat - make it small, different color (maybe grey), make it possible to hide (/set ooc param <on/off>)
Give Cash:
- Transfer to your group and split the money to evenly between the members. Maybe "/givegpcash <amount>".
/showbanklog 20 (shows the last 20 withdrawals).
KoS lists:
- personal KoS list (Nr + character + reason), this one would be private. TYpes: "Multiple" (this one would be there until you delete it) or "one-time" kill (this one would disappear after you killed the char). Commands: /koslist, /kosadd <char>,<reason>, /kosdel <Nr>
- faction's KoS list (faction tag, character, reason), this one would be public so everyone can check what the list contains. Only faction members are able to edit/delete faction KoS lists. Maybe list factions (tags) who have something in the KoS list by typing /fkoslist with no parameters along with help. Commands: /fkoslist <faction_tag>, /kosadd <faction_tag> <char> <reason> ; /kosdel <faction_tag>,<Nr> (fkosadd+fkosdel executable only if the faction tag is contained in your character name - if it's abused using the renameme command, then only the one who added it into the list can add/delete)
Notes:
/note: Make a new note. /note Artifacts - 2mil <2500, 4mil >2500
stnotes: Shows notes. For example:
1. Artifacts - 2mil <2500, 4mil >2500
2. Kidnapping - 2mil
3. XA-Copperhead - 3mil bounty
/delnote <id>: Deletes the note with the stated ID. /delnote 3 would delete the note about XA-Copperhead's bounty.
This is similar to the KoS list idea. The two things could be combined.
Autobuycargo
/autobuycargo <commodity>
Reputation updates and player restart
- /restart <faction>
- Must be level 5 to execute.
- Once executed your character is restarted with a predefined reputation, credits, guns, ship and base.
- This is implemented as a plugin but not deployed on the GC server.
Jump drives, Jump gates usage restrictions, jumphole damage... - controversial
- needs discussion - don't start working on it.
- ships take damage when using JHs
- ships use fuel for jumps.
If you can't see your wish in the above list post to this thread.
Proud member of "the most paranoid group of people in the community"
The idea being you are in 200-300 range. You can immobilise ships.
A message comes up to the victim: "Player name has set his tractor
beam on you! You are caught! Quick do something!", and to the Perp,
"You have successfully snared your victim. They are helpless!"
People I can see using this:
police vs smugglers or other traders
Alaska/Zone 21 guards vs intruders
pirates vs traders
repair ships
capitals against fighters
It could get disabled by firing your guns at the attacker or something.
The idea is a option to apprehend the perpetrator/smuggler/fleeing trader
instead of just plain destroying them.
Other possible variants
/tow shipname - the ship that is towed follows or forms up on the initiator. Repair ship only?
Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
Maquis|Leon.LaBreau-If your interested in joining the Maquis PM me. [RM]Of.Viktor.Niklovach[RoS]GhostFace[E]David.DeWester[101st] Order|Ens.Adam.Jones[C]Jean.Claude.Moreau Kruger Security-Johann Von Struger]bd[Akio.Kimura
If that were ever to work, you'd probably have to use the FL codes for the equipment.
For example, if you had a nomad blaster you wanted to send somewhere, it might look like this:
/sendcargo no_special02_04 Playername
that code is from my memory, probably wrong...
For the record, I dont like this particular idea. It would mean that the really really careful weapons dealer could program in macro's to type in send commands for their guns to a secure character. Obviously this means that if they are, by a miracle, not dockcamping, they still dont lose their stuff. Of course, I know no-one that would go to such lengths.
Macro's that change gameplay are against the rules, but I dont know of any way to prove their use short of a keylogger, which is essentially spyware.
' Wrote:/setbounty (player fill: target name, price) - allow to player set bounty on another player, generate unique code of bounty
/showbounty (will show: name of creator, target name, price) - allow to all players check global bounty board
/showmybounty (will show: name of creator, target name, price, unique code of bounty) - allow to player check bunties which they created
/deletebounty (player must write: command + unique code of curent bounty) - allow to creator of bounty delete it
- creator of bounty cant use /renameme on character which made bounty and this bounty is stil on
- if player delete character which made bounty, all bounties made by this character are automaticaly deleted.
Those would be good, could you also do this for loans? For instance you loan someone cash
/loancash <player> <amount> <return amount>
and then the receiver gains a message "<player> is offering you a loan of <amount> and <return amount> must be repaid in full, do you accept the conditions?"
Then they must use the commands
/receiveloan or /declineloan
and it prevents them from using renameme, if account is deleted for inactivity the money is returned anyway?