Oh and new mission types are out of our reach for the close future. "Balancing" NPC missions and adding some rare extra equipment drops to the toughest ones isn't. Want cool stuff? Get involved.
How is the current mission system "broken" though. You don't explain yourself so no one can understand what you mean.
Also, I believe that editing the missions ARE possible, just not on the scope that I was saying. If possible, I think you could script it, but that would require editing of the source code, which we do not have, nor will we ever have. Most of the nifty little addons we've gotten are via FLHook, and I don't think you can change mission types via that.
Well apparently even offering help takes time to process, in this dev/mod team. It's really ironic that I'm willing to waste some time to create something for this mod, and no-one's giving me stuff to work on. You can see why the releases are taking so long to make.
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Mephistoles
I'm not sure it's possible to make entirely new one's if that's what you mean, Blaze. As for new missions just in general like the battleship missions, I'm not sure. I don't know how to code those.
But, we're getting off subject again.
All in all, the points are that about 75% to 25% believe that it takes far too long to earn money on the server. Many want trading to be more fun and earn a little bit more cash than what it does currently (80 mil per hour instead of 40 mil per hour and with a dynamic economy or one that uses similar software as the mining mod.)
Dont summon cannon he already does more than enough work to make a whole Dynamic Economy ans it will need a lot of balancing and all. I think we should just double the price of every Commodity(including creditcards) and pay of every mission.
This will solve the problem of balancing too and increase pay to about 50 mil per hour...
1. Turn on every mining field in Sirius. Why? So people do not just mine the same fields. Give them more choices and it spreads everything out and the pirates have to go looking for the miners. Also, make it so that whatever factions mining field is...well they are the only ones that would be able to get any order from mining. Let them be mined so you can fill 3 5k trains per hour. That includes the time it takes to deliver the ore.
2. Give more than one sell point. Why? So pirates do not camp the choke point or the lane just before you show up. Anyway, is it realistic that the only place that would want niobium is New Berlin? Or Narita being the only place for Silver or Platinum? I do not think so.
3. Make the sale price dependent upon the 1) type of ore and 2) the distance to sell point.
4. Make it ILLEGAL for the pirates to come after the miners ONLY when mining. Why? Because the pirates should have to work for their piracy. To many pirates look at the comms and see people in the KNOWN mining areas, log on, head to the minng area and take the ore. Come on learn to pirate. Hunt them down for cryin out loud.
5. Attach certain commodities to ID's. Gate lane parts to DSE and Ageira. Contraband items to smugglers and so on. Give them a bonus. Not credit wise, but the amount they are able to hold. Make it 1 for 1 and others would be something like 4 to 1. Why? Because it adds realism to the game. Should DHC be hauling Luxury food? Or Ageira hauling VIP's or other personnel? No. But they do so they can earn credits.
6. Place 4 high sell points in less travelled systems and 4 low buying sell points in the higher travelled systems in EACH HOUSE. That way people may actually go to Okinawa or stop in Manchester instead of them being pass thru systems. Does anyone go to Humbolt? Hmm....probably not.
If we want things to change we need to offer solutions and not just complain.
personally I think trading and mining should be a lot more - but i think the only reason it isn't is because most pirates don't pirate players who trade properly - and even by rupturing a hull they can't hold enough for it to benefiet them. So idk.
Ain't got the time to trade because I can actually play once in a week. The half-bil I gathered up is melting away as I buy that ^$%& useless ammo. Upkeep is expensive when you use things. Trade is annoying, but then again FL isn't an economic game. A dynamic pricing system's a matter of no less than writing a BIG mechanism much like those in the Tycoon series games of old. And they HIRED whole TEAMS of programmers to get that done. We have one Cannon and he's doing our little code-work. Whats the chances he'll lock horns with something that big alone and for free?