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Author Topic: Surrendering Mechanics  (Read 2374 times)

Reshy

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Surrendering Mechanics
« on: May 31, 2013, 05:17:18 PM »

Right now there's only things about fighting it out to escape a larger fleet.  But eventually the 'Open Commlink' button is supposed to do something so why not have one of the options for fighting a larger fleet to offer the option to surrender rather than risk your fleet's destruction?  (Or fighting smaller fleets can be given the option to surrender)



When you surrender there's several options, you can do so willingly in full compliance (Boosts relationship slightly), Bribe (No change, but the specific fleet will ignore you for an in-game month), Escape, or exploit it to harm or escape from the enemy fleet (greatly decreases relationship).  When you surrender willingly the enemy fleet turns neutral for a few days after the encounter.  If you're hated so much by that faction nothing but annihilation or total surrender will be possible.


Surrendering can have many effects which will be based off how much they hate you and the faction's preferences in dealing with criminals and prisoners.


Lawful:

Confiscation of all contraband (unattached weapons) in inventory.

Confiscation of all Large weapons attached to ships in your fleet (Medium if there are no large weapons in your fleet).

Confiscation of all non-PD weapons on one or more of your ships.

Impoundment of one or more ships, these ships can be reclaimed after paying a fee.

Fines.

Prisoners made of some of your crew (usually Marines) that can be released on Bond for a fee (Considerably less than getting new ones).

A warning not to intrude in the area.

You personally are taken prisoner (Instant loss of all assets except experience, money and your flagship (Which will be given a skeleton crew of Green crew), game world jumps several years and all stations restock accordingly)



Criminal:

One or more of your ships are destroyed or stolen.

One or more of your ships are damaged and have all weapons/mods removed.

Prisoners are made of your crew and they cannot be regained.

Loss of liquid assets in bribe (Can be money, fuel, supplies, weapons, or a combination thereof)

Random ships are damaged by random amounts, but not enough to destroy the ship.

All ships in the fleet have some of their weapons removed at random.

One or more ships in your fleet are given 'downgraded' weapons from what was originally installed while the others are lost.
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Silver Silence

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Re: Surrendering Mechanics
« Reply #1 on: May 31, 2013, 05:23:58 PM »

That'd imply some sort of law being respected, whereas I think the decrepit state of the Sector in general leads to something more akin to law in Fallout, where the only law that's respected is a gun.
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Sonlirain

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Re: Surrendering Mechanics
« Reply #2 on: May 31, 2013, 05:31:02 PM »

That'd imply some sort of law being respected, whereas I think the decrepit state of the Sector in general leads to something more akin to law in Fallout, where the only law that's respected is a gun.

Well the hegemony has lots of gun and they seem to be the lawful type.
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Reshy

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Re: Surrendering Mechanics
« Reply #3 on: May 31, 2013, 06:09:48 PM »

That'd imply some sort of law being respected, whereas I think the decrepit state of the Sector in general leads to something more akin to law in Fallout, where the only law that's respected is a gun.


Which is why everyone's fighting and killing each other and there's no such thing as a faction, right?  If a faction exists it likely has rules it follows, exception being criminal groups like the Pirates which aren't a unified mass.
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Starlight

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Re: Surrendering Mechanics
« Reply #4 on: June 04, 2013, 10:33:32 AM »

I like the idea. 

Historically pirates have always operated under some code beyond, 'kill them all, yarr,' which would only make their life harder and shorter.  It more often works like your average land-based muggery, if a bit more disciplined and reasonable.  They'll kill you to make a point if you fight them, but if you surrender peacefully, they'll let you live and wont take all of your stuff (after all, if they kill trade in a region, what are they going to make a living off of?) 

There are a lot of fanciful misconceptions about piracy to this day that reality couldn't bear out.  For example; that gold and riches were the primary aims.  They were not (not that they'd turn them down) but what they really tended to go after was food and medical supplies, y'know, the kind of thing that keeps them alive and free.  Most would also seperate the (often press-ganged (kidnapped)) crew from the officers and then ask if any wanted to join and live as free (if hunted) men.  Though most pirate ships at the time tended to be the result of mutinies by conscripted men.  Following which your choices were piracy, starvation or the noose.

Of course there are exceptions, such as the Dread Pirate Blackbeard, but then that's why we remember them, that's why they became legends that capture the imagination. 

Naturally I imagine Alex has already thought of this.  The game and the pirates are as they are because the game is currently set up to test combat.  Given time, I'm sure we may even come to feel a little guilt for the bajillions of what we thought of as brainless pirate mooks we've killed, when they start to talk to us and beg us for table scraps, after they ran away from their evil hegemony masters.  z: )
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Starlight; Vulpine Space-Adventurer.  Fond of lasers.

Hari Seldon

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Re: Surrendering Mechanics
« Reply #5 on: June 04, 2013, 07:28:49 PM »

Cool, Starlight!
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"Violence is the last refuge of the incompetent." - Salvor Hardin, Foundation