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LeafStorm Rookie
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Posted: July 7th, 2010 Post subject: Surrendering to militia |
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I just now had the misfortune of running into a militia and merchants vs. pirate dogfight. I had just upgraded my armor, so I jumped in and started pounding on the Talon that was shooting at me. Unfortunately, there was also a militia in a Talon, and I accidentally hit him a few times. Eventually, I decide, "I'm out of here before the militia turn on me," turn around, kick my afterburners. I see the pirate a splode, but then I see the LOCK indicator on the bottom of the screen, and I think "WHAAAT?" Then that militia Talon and a G come in and start shooting at me. I pull up my comm and look for a "Stop shooting, it was an accident!" option, but there's not one. So, I stop firing and reduce speed to 0, thinking that the militia won't fire on a ship that's not attempting to defend itself. They do, and my ship a splode.
So, what I'm asking for is an option where you can hit your comm and say "I surrender!" to militia and confeds, reduce speed to 0, and let them board you and then you can get some kind of deal about not dying. (Maybe I should have deselected my gun, too.)
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TragicHero Rookie
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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It's pretty understanding why you joined in the fight: you upgraded your armor. It's confusing to know which faction is which if you don't have one of those fancy scanners. If you see a dog fight with two factions fighting each other, and they have the same ship, don't attack unless one of them attacks you, then attack the one attacking you. But before that, press C and you can see which factions there are, if it's both Kilrathi and Retro then feel free to attack both, or if its a friendly or hostile, just wait or move on. You don't have to help friendly ships, unless...unless you feel bad not helping them o,.O"
You can always go T then Shift+C, but it's a slower way to figure out who's who.
Another thing, save often. I usually save before and after a mission. With different save files. So if anything like this happens (or you get ambushed by gothri), you can always load you're last good save.
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VincentFirePony Ace
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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An option to surrender and then attempt to bribe/kill them once they've boarded might be interesting... _________________ There are only a few good things in life: AS, AS, beer, Minecraft and Hostile Takeover! A<0>V
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Cthulhu Ace
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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A while ago (like 6 months or so) I posted something about us not being able to exit combat-mode in any other way other than killing the opponent, and now we can actually just kick him in the face, until he's unconscious, and it would seem we need something similar here.
Bribing the militia/confed has been suggested many times, and I'm all for it. (and as always, it could backfire, and add another offense on your criminal record).
Having them board you would be very cool, however, as CK pointed out a while back, it could be misused so you'll end up boarding them... without having to spend 600 credits on a disabler missile.
(Perhaps a one-way docking-tube, that won't allow non-officers of the law to pass through it would solve that problem?)
Of course, they usually don't have that much cargo, so perhaps there's not that much to steal anyway. (Or conversely, they're filled to the brim with confiscated ultimate, and plutonium )
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GLI Ace
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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| Cthulhu wrote: | | A while ago (like 6 months or so) I posted something about us not being able to exit combat-mode in any other way other than killing the opponent, and now we can actually just kick him in the face, until he's unconscious, and it would seem we need something similar here. |
Luke! Use Stanrod!... and capture or enslave opponent. Yes, I know! It's about lack of dialog options during fight.
| Cthulhu wrote: | Bribing the militia/confed has been suggested many times, and I'm all for it. (and as always, it could backfire, and add another offense on your criminal record).
Having them board you would be very cool, however, as CK pointed out a while back, it could be misused so you'll end up boarding them... without having to spend 600 credits on a disabler missile. |
Well, it could be done like "deliver to ship" mission - Militia/Confed is docking by our side and making "inspection" without (physically) entering player's ship. We're still in "space mode" but with some communication/dialog options specific to "inspection". It could prevent "abuse" of docking/boarding.
| Cthulhu wrote: | | (Perhaps a one-way docking-tube, that won't allow non-officers of the law to pass through it would solve that problem?) |
I'm still for "Hacking" skill. It should require some additional modules for Quine (not always legal). Peoples are using e-money and without "hacking" player shouldn't be able to "acquire" such "cash" (at least not big like few thousands from some pirates). And doors have e-locks...
Future version of P:AS will have better AI (NPCs could be able to use e.g. grenades). Besides "Inspectors" (at least two) could be better trained (higher stats) and equipped. Comparing "Inspectors" to regular Militia/Confed it should be like "bounty mission" NPC's ship to random ship. I think that "Smoke'n'Sun" couldn't help much in future...
Pirate "boarding party" should be bigger and stronger than usual Talon's crew.
BTW Disabled ships should sustain some damage to engines and shields (at least, maybe generator too) - after disabling (when ship is operational again) it should pass several minutes or even one hour when ship will be fully (100%) operational again (if "repair droid" is on board). It could prevent from "passive hunting" in systems controlled by pirates. You know, ships with 40% of speed and shields (let alone maneuverability) will be very vulnerable for attacks.
| Cthulhu wrote: | Of course, they usually don't have that much cargo, so perhaps there's not that much to steal anyway. (Or conversely, they're filled to the brim with confiscated ultimate, and plutonium ) |
AFAIK Militia Talons don't have cargo bay. Other "warbirds" either. _________________ Genuine Lifelike Individual
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VincentFirePony Ace
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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A Hacking (or cracking) mini-game would add some coolness to the game.
One way docking tubes (unless opened by hacking or an ID card taken off the body of a confed/militia.
And the ID Hack for the ships is interesting too, how about not only being able to buy it (possibly from only Pirate bases) but upgrading the Quine so you can do it yourself through a hacking mini-game? On a short timer so when you're being scanned or you see confeds/militia coming you have to hurry to do it. _________________ There are only a few good things in life: AS, AS, beer, Minecraft and Hostile Takeover! A<0>V
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Quaker2k9 Experienced
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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Maybe an option to talk yourself out of an aggressive action that was actually an accident would be a good option, but IMO it could affect the gameplay negatively if you could do it all the time and maybe even make a strategy out of it. Not being careful about where your stray shots impact SHOULD have negative consequences, potentially even very negative ones.
I'd suggest something like a hidden variable that tracks how often you've had friendly fire incidents and then sets your options accordingly. Something like:
-1 incident within the last say 10 hours gameplay and the faction you've fired at is very friendly towards you: You can just say sorry and they'll let you be.
-2 incidents within 10 hours, very friendly faction attitude: You have to apologize between 2-3 times and you may or may not have to pay a fine of 500 credits.
-3 incidents in 10 hours and very friendly attitude: Pay some money and your reputation with this faction suffers a little.
-2 incidents within 10 hours and neutral faction attitude: They'll demand a considerable amout of money or they'll attack.
-3 incidents within 10 hours and neutral attitude: They'll fight you whatever you say.
Etc... you get the idea. _________________ Retros tick me off!
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Christian Knudsen Administrator
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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Friendly NPCs that turn hostile because you accidentally fire at them can be appeased by sending friendly messages. Sometimes you have to send them a few times, but it does work (unless you've hit them a lot of times and turned them really mad at you).
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VincentFirePony Ace
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Posted: July 8th, 2010 Post subject: Re: Surrendering to militia |
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Yeah thats happened to me many a time:
-mainly because someone crosses the line of fire of my aft turret more than once
-I attempt to fire at a kilrathi/pirate/retro with my forward cannons and the enemy is too close to the friendly or vice versa. _________________ There are only a few good things in life: AS, AS, beer, Minecraft and Hostile Takeover! A<0>V
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GLI Ace
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Posted: July 9th, 2010 Post subject: Re: Surrendering to militia |
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| Christian Knudsen wrote: | | Friendly NPCs that turn hostile because you accidentally fire at them can be appeased by sending friendly messages. Sometimes you have to send them a few times, but it does work (unless you've hit them a lot of times and turned them really mad at you). |
IMO discussion was about scooped "friendly" NPCs who turned hostile because player (accidentally) destroyed their ship.
There is no option to talk during fight. Something like (in general):
- "Surrender and I spare your life!" (e.g. for Pirates),
- "Don't shoot! It was accident!" (e.g. for Merchants),
- "I'll slow your guts!" (e.g. for Kilrathi),
- and so on...
I understand that just "sorry" can't buy new ship but... maybe we could offer them a boarded ship? Some ship from opposite faction, of course:
- "Hey, dude! Sorry for that. Maybe I'll "find" you a new ship. How about pirate Talon? If there will be some cargo it's all yours..."
Until then such NPC should fly with player's character occupying one passenger cabin. Maybe some time limit? Maybe our "compensation" for him/her should grow and depend how fast we'll "find" a new ship?
Ideal situation will be when we'll be able to sell boarded ships...  _________________ Genuine Lifelike Individual
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Christian Knudsen Administrator
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Posted: July 9th, 2010 Post subject: Re: Surrendering to militia |
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| GLI wrote: | | Christian Knudsen wrote: | | Friendly NPCs that turn hostile because you accidentally fire at them can be appeased by sending friendly messages. Sometimes you have to send them a few times, but it does work (unless you've hit them a lot of times and turned them really mad at you). |
IMO discussion was about scooped "friendly" NPCs who turned hostile because player (accidentally) destroyed their ship. |
The OP is about a militia ship turning hostile when hit by friendly fire. Nothing about scooping or character combat.
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Lexus Veteran
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Posted: July 9th, 2010 Post subject: Re: Surrendering to militia |
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I like all these Ideas... I hope to see them implemented...
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GLI Ace
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Posted: July 9th, 2010 Post subject: Re: Surrendering to militia |
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| Christian Knudsen wrote: | | GLI wrote: | | IMO discussion was about scooped "friendly" NPCs who turned hostile because player (accidentally) destroyed their ship. |
The OP is about a militia ship turning hostile when hit by friendly fire. Nothing about scooping or character combat. |
Yes, right. Sorry, I forgot OP...
I was thinking about Ctulhu's post:
| Cthulhu wrote: | | A while ago (like 6 months or so) I posted something about us not being able to exit combat-mode in any other way other than killing the opponent, and now we can actually just kick him in the face, until he's unconscious, and it would seem we need something similar here. |
It'll be good to have a chance to end that "mortal combat" without casualties... or captives/slaves. _________________ Genuine Lifelike Individual
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GLI Ace
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Posted: July 10th, 2010 Post subject: Re: Surrendering to militia |
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OK, I found it:
[Previously on Development Updates (v0.6 - 0.6.6.3)]
| Christian Knudsen wrote: | | Also, when you leave a boarded ship, if the only character that's left alive to pilot the ship belongs to a different faction than the ship, the ship's faction will now change. This'll come in handy when you get to build up your own fleet, as you'll be able to board a ship, kill everybody on board, and then transfer over a character belonging to your faction to pilot the ship and get another ship in your fleet. |
I this case "compensation" for accidentally "shot-down" friendly pilot could be a nice addition to the gameplay... but first "we must to talk" with them (without "mortal combat"). That's the problem.
Well, I hope it'll be implemented in some future version...  _________________ Genuine Lifelike Individual
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VincentFirePony Ace
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Posted: July 10th, 2010 Post subject: Re: Surrendering to militia |
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That would be an interesting twist to game play. Although i think I might pass on compensating an NPC with a cap ship. Though it would make for an interesting fixer/merc mission... _________________ There are only a few good things in life: AS, AS, beer, Minecraft and Hostile Takeover! A<0>V
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GLI Ace
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Posted: July 10th, 2010 Post subject: Re: Surrendering to militia |
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| VincentFirePony wrote: | | That would be an interesting twist to game play. Although i think I might pass on compensating an NPC with a cap ship. Though it would make for an interesting fixer/merc mission... |
Capship is too good for such NPCs? Well, maybe they should take it from us and sell it to be able to buy their own ship (like old one, e.g. Galaxy). Rest of money will be shared between NPC and player's character.
Or maybe... let's imagine that player will scoop ejected Hunter (shot down by Pirates):
- "Thanks, buddy! I owe you.
- No problem. I'll land at nearest...
- Wait! "Find" me a new ship and I'll be your wingman for one week.
- Well...
- Don't worry! Later I'll pay you some money (depends on ship type) for next one month. How about it?
- Deal!"
With Merchants it could works similar - we'll have some income from our "workers". It' shouldn't be a problem because of "persistent ships" since P:AS v0.7.x.
Maybe new mission type at Mercs Guild:
- Recapture a capital ship [e.g. Drayman] hijacked by Pirates.
It could offer new solutions for quests and maybe even for main plot ("Give me a new ship, ol'mate! Vengeance will be mine, arrr!")...  _________________ Genuine Lifelike Individual
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VincentFirePony Ace
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Posted: July 10th, 2010 Post subject: Re: Surrendering to militia |
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| GLI wrote: | | Capship is too good for such NPCs? |
No, just haven;t figured out how to do the flyboy maneuver against a pegasus, that beast is as fast as I am.
| GLI wrote: | Or maybe... let's imagine that player will scoop ejected Hunter (shot down by Pirates):
- "Thanks, buddy! I owe you.
- No problem. I'll land at nearest...
- Wait! "Find" me a new ship and I'll be your wingman for one week.
- Well...
- Don't worry! Later I'll pay you some money (depends on ship type) for next one month. How about it?
- Deal!" |
Now this is an interesting idea, rescuing an eject pilot, finding them a ship and then skimming a percentage of their profits.
| GLI wrote: | | - Recapture a capital ship [e.g. Drayman] hijacked by Pirates. |
I don't believe I've disabled a cap ship yet. Might be fun to figure out how. _________________ There are only a few good things in life: AS, AS, beer, Minecraft and Hostile Takeover! A<0>V
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GLI Ace
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Posted: July 10th, 2010 Post subject: Re: Surrendering to militia |
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| Quote: | | BTW I have some idea how to beat capship without FM. Since torpedoes are homing correct then I see a little chance... |
Failed! Two torpedoes and Nexus didn't even notice them - shields was down by c.a. 10-15% and for my next turn their were full...  _________________ Genuine Lifelike Individual
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VincentFirePony Ace
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Posted: July 10th, 2010 Post subject: Re: Surrendering to militia |
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Yeah even EMP torpedoes won't go thru cap ship shields. Gotta wear them down some first. I just did the FM of a Drayman but didn't shut off my aft turret in time. Got 6 plastics out of it tho. _________________ There are only a few good things in life: AS, AS, beer, Minecraft and Hostile Takeover! A<0>V
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GLI Ace
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Posted: July 10th, 2010 Post subject: Re: Surrendering to militia |
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| VincentFirePony wrote: | | Yeah even EMP torpedoes won't go thru cap ship shields. Gotta wear them down some first. |
In this new tactic I tried to use Proton Torpedoes and Guns first.  _________________ Genuine Lifelike Individual
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LeafStorm Rookie
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Posted: July 11th, 2010 Post subject: Re: Surrendering to militia |
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Update: Same thing happened, but this time I used more friendly messages ("Back off, and we'll forget this"), and they stopped, but I got slapped with a 2000 cred fine. Also, I accidentally bumped into a Drayman with about four confeds and militia nearby, all of them turned red, and I was dead in two seconds.
Anyway, "Back off, and we'll forget this" sounds a bit threatening to me. It might help players realize what they need to do in this situation if it's changed to something a bit more apologetic.
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GLI Ace
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Posted: July 11th, 2010 Post subject: Re: Surrendering to militia |
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| LeafStorm wrote: | | Anyway, "Back off, and we'll forget this" sounds a bit threatening to me. It might help players realize what they need to do in this situation if it's changed to something a bit more apologetic. |
These messages are from original "Wing Commander: Privateer". Maybe with time P:AS will get some new texts. Who knows... _________________ Genuine Lifelike Individual
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GLI Ace
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Posted: July 11th, 2010 Post subject: Re: Surrendering to militia |
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| Quote: | [Previously on Development Updates (v0.6 - 0.6.6.3)]
| Christian Knudsen wrote: | | Also, when you leave a boarded ship, if the only character that's left alive to pilot the ship belongs to a different faction than the ship, the ship's faction will now change. This'll come in handy when you get to build up your own fleet, as you'll be able to board a ship, kill everybody on board, and then transfer over a character belonging to your faction to pilot the ship and get another ship in your fleet. |
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| Quote: | | Disabled ships should sustain some damage to engines and shields (at least, maybe generator too) - after disabling (when ship is operational again) it should pass several minutes or even one hour when ship will be fully (100%) operational again (if "repair droid" is on board). It could prevent from "passive hunting" in systems controlled by pirates. You know, ships with 40% of speed and shields (let alone maneuverability) will be very vulnerable for attacks. |
Hmm. Back to capturing disabled ships.
To disable capital ship player must hit it hard until its shields are completely down. It means that other equipment is seriously damaged or even destroyed (like "gray" status at "Damage report").
How to use/fly such damaged ship? Well, player could be able to transfer some "Repair NanoBots" (maybe even new/own "Repair Droid"). OK, but nanos can't repair destroyed equipment and player can't "exclude" repair of armor (for capship it could "eat" more nanos than equipment). Maybe "Advanced Repair Droid" could be able to fix it using nanos (up to "red" status). Of course, it should take/use (4 times?) more nanos than repairing guns and armor.
Will P:AS be to easy with such improvements? Well, maybe... but it can be "fixed" - newly captured ship with some serious damage (regardless of size) shouldn't be able to repair to more than "yellow" status. It should require visit and repair at shipyard. It means that "hunting for capship" will be not for poor beginners...
Oh, yes! Selling captured ships - their price should depend on "damage status" (like for personal armor, e.g. vests). If selling "used" (100% efficient) ship give us max 50% of "buying price" (like right now) then damaged ships should be much "cheaper". _________________ Genuine Lifelike Individual
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Cthulhu Ace
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Posted: July 12th, 2010 Post subject: Re: Surrendering to militia |
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| Quote: | | No, just haven;t figured out how to do the flyboy maneuver against a pegasus, that beast is as fast as I am. |
Just circle around it until you have the right distance between you and him, then let the turret do its job
I find Nexus to be the most difficult because I have to adjust my speed constantly. Kamekh and Pegasus aren't that difficult once you get the hang of it. (provided you you use a pegasus yourself.)
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GLI Ace
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Posted: July 12th, 2010 Post subject: Re: Surrendering to militia |
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| Cthulhu wrote: | | Quote: | | No, just haven;t figured out how to do the flyboy maneuver against a pegasus, that beast is as fast as I am. |
Just circle around it until you have the right distance between you and him, then let the turret do its job  |
This information is classified! This post will be erased...  _________________ Genuine Lifelike Individual
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