This was posted on another thread, i'm bringing it here to be sure it's seen.
' Wrote:/autorepair - Could happen when someone gets around to it. It is a good idea.
/suicide - Probably not, maybe, not a bad idea but maybe not a good one either.
/givecargo - No, bad idea because two traders could do this: buy cargo at cheaply, /givecargo to another trader who sells the cargo for lots of profit, repeat until they buy many bounty hunter battleships. EDIT: a givecargo if the two ships are within range would be okay - is this what you were thinking of?
I track the wishlist thread - it is the best place to dump these requests. Keep the requests coming as I am working on them.
Other servers have implemented a 150k to 300k fee per item transfer on what you have named the "/givecargo" command to avoid mentioned problem.
They have also implemented a filter that does not allow commodity trades only mountable items can be sent using the "/givecargo" command, making your worries non existant.
PS.
It's a two part command
/numbercargo lists a number for every mountable item that can be transferred.
/giveitem lets you transfer the item using the listed numbed to another character.
My two cents on the give cargo command;
Limited to work when...
-the transferee and transferrer are within 'trade range'.
-the transferee and transferrer are docked at the same base.
Example 1, Pirate stops trader, demands an amount of cargo rather than credits. Trader give cargo using command.
Example 2, you dock your weapons dealer ship at Manhatten. You switch to your gatherer ship, gather weapons, dock at Manhatten and transfer weapons to your dealer ship.
This allows of the easy management of your fleet assets while preventing the trader point A and point B abuse. There may be some items that you might want to set as non-transferable (such as Cap 8 armor), but that's ok in my opinion.
.:j:.Salvager - Junker Congress (Salvage Frigate) := Recipient of the Yanagi Defense Medal
.:j:.Salvager.VHF - Collector
.:j:.Salvager.B - Recycler
.:j:.Salvager.B2 - Waran
"Good news everyone. I suddenly and unexpectedly have job vacancies for an entire spaceship crew!"
Alright, I've got a new one, this came up in the Nerf NPC's thread:
' Wrote:What if someone from a hostile faction has a special RP reason to visit their enemy's space? Now I think this really needs to be possible, but I dont think we need to reduce NPC strength to do it. To do this I propose the /neutral command. This command would be just like the previously discussed /attack command except it would make all hostile allied (to the user) NPC's in the system neutral, until the hostile player docked or left the system of course. I think this would be pretty un-abusable, and though it may allow some OORP situations for OORP players I think that it would mostly help, in fact I think I'm gonna go start another thread about it.
Additionally, like the attack command, it should only be usable at close range so the person will basically have to be escorted through enemy space, as it should be in RP.
To be used by those with a Slaver ID to convert human cargo in their hold into Slaves.
Suggestions:
-Should only be usable while docked.
-Should not effect Spaceship Crew, to prevent the buying, enslaving, and then selling of Spaceship Crew on Malta, or anywhere else that sells Spaceship Crew and buys Slaves.
Well, I must say I am very pleased by our command system, but there is one fault in it. Its not rookie frendly. Maybe additionally to /h or /help additional info on each command would be given. For example:
/set chattime help
would result in refined version of something like this:
Set chattime is command that enables ingame clock that will monitor your chats and events in system(like deaths) so screenshots cannot be faked (both for bounty hunting and for sanctions). This command should be enabled on all your characters.
Because when usually I type in /help command, that huge list is kinda confusing at start unless im looking for something specific that i know how it works.
/fixrep (on|off)
This command would fix the reputation to its actual state as long ad it's activated.
Any ship destruction / mission / bribe do not change any reputation but have the same secondary effects (money coming in a mission, money lost for a bribe)
I don't know if it's possible but it would help a lot, for example my hackers should not leave so much liberty to stay hostile to corsairs.