Can enemy factions compete on a contract that I want to take? That could get interesting and foster hostile shipping lanes and piracy :)
Well, I see you're having fun. Now this is definitely something I've been looking forward to for a long time now; should give some interesting tools to us modders... to say nothing of your teasing us with the other parts of the update.
Heh, keep it up.
Do these missions use the rules.csv exclusively?
public boolean callEvent(String ruleId, final InteractionDialogAPI dialog, List<Token> params, Map<String, MemoryAPI> memoryMap) {
String action = params.get(0).getString(memoryMap);
CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
CargoAPI cargo = playerFleet.getCargo();
if (action.equals("performDelivery")) {
cargo.removeItems(CargoItemType.RESOURCES, mission.getCommodityId(), mission.getQuantity());
...
...
In other news, I’m in a bit of a rare situation where there’s actually a backlog of things to talk about. I’m rather excited about the next blog post (well, rather, the features it’ll talk about). I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release. Past that, my lips are sealed, so don’t even ask!
You complete bastard.
Anyways, one thing I would really like to see possible is the ability to chain missions into an arc, and have the availability of missions in an arc dynamic/deterministic so that performance in previous missions affects the availability and content of subsequent missions.
HYPE DRIVE ENGAGED
Looks really good, this is the exact kind of thing that Starsector badly needs!
It occurs to me that the bounty system we presently have isn't much different from an "open" mission (i.e. one which doesn't need to be accepted and which is on offer to anyone who can complete it). Will the bounty system be rolled into the mission system (and perhaps expanded upon), or will it remain a separate thing?
Will missions allow you to get around faction-level port lockouts? E.g. the dock master at Baetis has a soft spot for Volturnian lobster, and if you bring him some he'll turn a blind eye to the fact that you're parking an Atlas in his backyard when you're not supposed to be allowed docking space even for a personal shuttle due to past smuggling convictions, piracy, whatever.
I am really excited to see the final bits of the puzzle emerging here :)
I'd like to see the ability to store commodities on planets gone or reworked, considering how much abuse there is around it though...
Are the rewards able to look at how well the issuing planet (or station) is doing?
For example if you're doing a mission for Jangala and their stability is maxed out they'll give you credits, but if their stability has taken a huge hit recently then they may only be able to pay in supplies.
This sounds pretty rad! I'm not 100% clear on the difference in gameplay between mission trading and event based trading, but I'm sure It'll be clearer once I start playing. Getting to talk to an NPC on a planet will add a good bit of flavor.
If all planet events end up generating missions, will we still be able to affect things there by acting independently, or will we need to sign up for one of the missions?
Looking good :) Mh, can you talk about how complex the missions can get? Will they be more or less pointers to events and changes in the gameworld that are dynamically generated? Or will they have pre-written scripts that tie them into the history or major politics of the Sector, or into personal drama?
Sweaty greetings from Thailand! ;D
I'm also curious if the AI's themselves, not the NPC's giving out quests, will be able to take quests as they please as well.
Realistically speaking, if a tendency that both an AI and the player managed to grab hold to a single mission, the first one could finish it first to get the reward.SpoilerOh, before exaggerating that the AI will almost always completes the mission, I have this kicker.
If ever the AI gets the mission completed first, the player CAN just destroy the AI's ship before they reach the quest giver, grab its intel and alter to the player's favor and return to their employer for the reward instead.[close]
To have a little more of a dynamic feel that someone actually took your job first instead of actually taking so many jobs that nobody, in a literal way, actually wants.
I think this is one of those things that sounds better on paper than it would work out in practice. There could be cases where it's interesting, but if it was across the board, and missions you took on were routinely stolen out from under you by forces essentially beyond your control, that doesn't seem like it'd be good. (I don't think the "kicker" is practical - how are you going to intercept an AI ship that's halfway across the Sector, finishing a mission you thought you had 2 months left to do?)
There's not really anything about penalties in the blog post for failing to complete missions, but I think rep loss with the NPC is an obvious penalty. However, there could be many other penalties too.
A simple, major penalty might be a bounty being placed on your head for "misplacing" some sensitive documents.
On the *potentially* less harsh end, NPCs or factions might fine you. You caused them losses by not completing the contract they gave you, and by Hegemony (or what/whoever, even say Kanta's) law you have to pay reparations to the injured party.
I'm sure even more creative and varied penalties could be thought of.I think this is one of those things that sounds better on paper than it would work out in practice. There could be cases where it's interesting, but if it was across the board, and missions you took on were routinely stolen out from under you by forces essentially beyond your control, that doesn't seem like it'd be good. (I don't think the "kicker" is practical - how are you going to intercept an AI ship that's halfway across the Sector, finishing a mission you thought you had 2 months left to do?)
I agree, I think missions should normally be specific to whoever takes them on (in this case, the player). Some rarer ones might involve other fleets trying to complete the mission too, but usually if you get a mission you are the only one who has been tasked to complete it.
Will there be more for the release besides "Procurement Contracts" or no?
Have you ever considered doing a Youtube devblog like the guys at LeafyGames, who work on Pulsar?
EDIT: How awesome would it be if NPC's had individual relationships with you based off of the timeliness, efficiency, and degree of screwing over/betrayal of your actions during the missions that could be even more temperamental than factions? I understand that would surely be very complicated, just a thought. Something to do if you have time on your hands or run out of ideas I guess :)
I just had an idea: If there are going to be financial penalties for failing a mission or anything else, I wouldn't want them to be deducted from my account immediately. That's rude. Instead, they'd increase your debt with the faction. Having debt would impose a reputation penalty with the faction in question that stays there until you pay it off (while accruing interest), scaled with the amount of money involved as a ratio of player's total worth. Customs tolls should allow you to do the same, unless they don't trust you in which case they'd demand payment immediately. I think it would be a very fun mechanic that puts more control in player's hands.
I'm also curious if the AI's themselves, not the NPC's giving out quests, will be able to take quests as they please as well.
Realistically speaking, if a tendency that both an AI and the player managed to grab hold to a single mission, the first one could finish it first to get the reward.SpoilerOh, before exaggerating that the AI will almost always completes the mission, I have this kicker.
If ever the AI gets the mission completed first, the player CAN just destroy the AI's ship before they reach the quest giver, grab its intel and alter to the player's favor and return to their employer for the reward instead.[close]
To have a little more of a dynamic feel that someone actually took your job first instead of actually taking so many jobs that nobody, in a literal way, actually wants.
I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release.
I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release.
I am guessing Officers here :)
I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release.
I am guessing Officers here :)
What's this dev cycle looking like anyway? I know nothing is really nailed down and don't worry, I'm not asking for any specifics (I want to be surprised, anyway) but do you plan on it being as large as the last update? In which case, I won't expect it until MUUUUUCH later
This is looking pretty badass, Alex.
In other news, I’m in a bit of a rare situation where there’s actually a backlog of things to talk about. I’m rather excited about the next blog post (well, rather, the features it’ll talk about). I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release. Past that, my lips are sealed, so don’t even ask!
This might be a stupid question, but are people with different roles going to offer different rewards for high reputation with them?