Oolite Bulletins

For information and discussion about Oolite.
It is currently Fri May 26, 2017 11:09 am

All times are UTC




Post new topic  Reply to topic  [ 998 posts ]  Go to page Previous 163 64 65 66 67 Next
Author Message
 Post subject: Re: Random Hits OXP
PostPosted: Wed Dec 16, 2015 3:04 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon May 20, 2013 9:53 pm
Posts: 2263
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
If the mark is a bad guy who is terrifying a system, why shall there be a deadline?
Maybe after some time there is a chance to be killed by others, decided to go to another galaxy or even suffer a fatal collision.
I think within the given time should stay there usually, just sometimes go to a nearby system, but over the limit anything could happen, you are lucky if you catch it.

_________________
OXPs by Norby


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Dec 16, 2015 3:33 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2398
Location: Finland
Here's one idea I've been toying with:

* The mark's ship has been bugged so it can be tracked around the chart. Or there is an intelligence network, that keeps you informed about the mark's current system. In the latter case getting the whereabouts could even require to follow the mark system by system.
* When you take a contract, you get the initial system.
* After a suitable randomized time period, mark randomly jumps to another, adjacent system.
* After another suitable, longer time period, the mark is lost and the contract is terminated. Unless you manage to kill the mark of course.

This would differ quite a bit from quick and simple hits to more demanding ones as you might would be forced to follow the target around the chart. Because of that, this would not override the current ones, but would be a sort of a special mission or something.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Dec 16, 2015 3:39 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Jul 11, 2012 5:48 pm
Posts: 336
Cool! Random Hits with a Scotland Yard twist https://en.wikipedia.org/wiki/Scotland_ ... rd_game%29 :)


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Dec 23, 2015 1:36 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1476
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
A random thought about Random Hits.

From the [EliteWiki] Random Hits Wiki:
Quote:
You don’t want to be within striking range of the bar if you are anything less than squeaky clean!
Old news - you have to be clean to dock at a space bar. However (again from the Wiki)
Quote:
Upon docking, check that your hand weapon is fully charged (these places can be a little rough).
Now, I know that text is purely for setting the scene, but these two statements (you have to be clean to dock, but you need a hand laser because these places get a little rough) seem to be in conflict. If only clean pilots can dock, surely that would make the bar something of a safe haven, rather than somewhere you need to keep your blaster handy!

I'm not advocating changing anything, just interested in the hand-wavium for this!

_________________
My OXP's


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Dec 23, 2015 1:44 am 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12524
Location: Corke's Drift
Plenty of rogues flying around out there with a clean legal status - I might even be one of them.

_________________
A squid eating dough in a polyethylene bag is fast and bulbous! Got me?


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Tue Apr 05, 2016 1:05 pm 
Offline
Deadly
Deadly

Joined: Sun Feb 24, 2013 11:52 am
Posts: 177
How many kills are required for novice missions? I'm a good pilot but starting a new game, and want to start moving up the Hunter ladder, but can't even get novice RH jobs yet.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Tue Apr 05, 2016 9:24 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Apr 04, 2006 7:02 pm
Posts: 2718
Location: I escaped The Labyrinth with the assistance of my fledgling. After many battles, I'm in the Nexus.
You have to have at least 32 kills (Average) to take even the easiest missions. I'd put the kill count requirement in to try to stop the OXP being a game breaker. You can't earn money from random hits until you've seen a reasonable amount of combat and presumabley traded to equip your ship to survive those 32 battles. By that time you can make more than an easy hit pays on a single furs/computers trade hop, so its not the massive windfall it would have been when you were at Lave with 100 credits. More kills are required for the Medium and Hard hits and you would need an iron ass to take them on (and you'll spend a bit on repairs) so the big paying hits are only given once money is less important as you allready have a well equiped ship. At each stage of your game therefore the money from random hits should only be a bit of extra cash rather than something that gets you access to powerful equipment earlier than you would without it installed.

_________________
My OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits and Renegade Pirates can be downloaded from the Elite Wiki here.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Apr 06, 2016 3:47 am 
Offline
Deadly
Deadly

Joined: Sun Feb 24, 2013 11:52 am
Posts: 177
Quote:
You have to have at least 32 kills (Average) to take even the easiest missions. I'd put the kill count requirement in to try to stop the OXP being a game breaker. You can't earn money from random hits until you've seen a reasonable amount of combat and presumabley traded to equip your ship to survive those 32 battles. By that time you can make more than an easy hit pays on a single furs/computers trade hop, so its not the massive windfall it would have been when you were at Lave with 100 credits. More kills are required for the Medium and Hard hits and you would need an iron ass to take them on (and you'll spend a bit on repairs) so the big paying hits are only given once money is less important as you allready have a well equiped ship. At each stage of your game therefore the money from random hits should only be a bit of extra cash rather than something that gets you access to powerful equipment earlier than you would without it installed.
OK, thanks.

The thing is, though, considering the new combat balances in 1.82 and recalling RH jobs from the past, I can't imagine possibly surviving any encounter without a half-iron-ass already. Front and rear beam lasers, hardhead missiles (mostly for deterrent reasons), ECM, and injectors are an absolute minimum I'd think. You can't get those without slogging out a solid computer/furs trade run for a while, so I don't see the game breaker possibility in there (unlike the Feudal States hunting lodge which is just ridiculous). If someone could survive and complete a novice RH job with a standard starting kit, I'd say they're more than welcome to the 300-500Cr.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Apr 06, 2016 10:38 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Apr 04, 2006 7:02 pm
Posts: 2718
Location: I escaped The Labyrinth with the assistance of my fledgling. After many battles, I'm in the Nexus.
Following a total computer crash I lost all my Oolite Commanders and so I recently started a new Jameson on 1.82. The NPCs are better, but I've been quietly bouncing between a Tech 14 Corprate State and a low tech Feudal doing the furs / computer run, but taking out a bandit or two along the way. So I'm currently Poor with 22 kills but a nicely equipped Cobra Mk III (Nostalga for Infinity), still saving for Military Shields. I've only died twice on 1.82, but you do have to pick your battles until you are fully equipped and I've spent a lot of time running on fuel injectors to split the pack and just maybe sniping off one of them before resuming my innocent trader role.

All the Random Hits easy marks are on their own (no escorts) and in basic ships. The script just puts the guy you have to kill in a standard ship. So an easy mark in an adder / mamba / cobra I is no more difficult to kill than the bog standard oolite native adder / mamba or cobra I you enconunter all the time. But he is always on his own (not part of a pack) and has basic equipment. But he has that extra Random Hits bounty on his head. So when you qualify for a random hits easy mission, the OXP does basically add a ship thats no harder to kill then the weakest native ships (but with an inflated price for killing him). You do however have to go out of your way to find him. I'll pootle about a bit on my milk run to get my kills to 32 and then head over to the nearst bar and take an easy hit and trade my way over to him to pick up the bonus 300 - 500 C. RH is kinda meant as a dip in and out of OXP where you gradually build up taking the odd hit when you feel like it. You will make a bit more money with it installed by taking the hits when you feel like it, but its more for the fun of wacking a mark or two as you go about your other activities and missions.

_________________
My OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits and Renegade Pirates can be downloaded from the Elite Wiki here.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Thu Apr 07, 2016 7:55 am 
Offline
Deadly
Deadly

Joined: Sun Feb 24, 2013 11:52 am
Posts: 177
Quote:
RH is kinda meant as a dip in and out of OXP where you gradually build up taking the odd hit when you feel like it. You will make a bit more money with it installed by taking the hits when you feel like it, but its more for the fun of wacking a mark or two as you go about your other activities and missions.
Sure, but I was impatient to get started! RH is probably my absolute favorite OXP: the Space Bar with the occasional mob furballs, the challenging fights, the open-ended nature of it. I just got on with the game, and soon enough got to 32, now well over 100 with several RH notches on my belt :).

Yes I live on injectors, too. Injectors are always my very first purchase as a new Jameson. Once in a while I encounter a really tough pirate pack with beams/militaries, and where everybody's jot injectors, but have managed to survive a couple (had to hyperspace away once). My only death was when I was in close combat with a python who went derelict and I didn't turn out of the way soon enough, *spat*!


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Sat Apr 09, 2016 1:25 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1476
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
I took on an RH contract for the first time in quite a while, but found this in my log file just after accepting the mission:
Code:
16:34:36.164 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Random_Hits 1.12): Unknown expansion key [mission_random_hits_striketime] in string.
16:34:36.164 [script.javaScript.warning.ooliteDefined]:       ../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js, line 1297.
16:34:36.164 [script.javaScript.stackTrace]:  0 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:1297) <anonymous function>
16:34:36.164 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.164 [script.javaScript.stackTrace]:     rank: undefined
16:34:36.164 [script.javaScript.stackTrace]:     hate: undefined
16:34:36.164 [script.javaScript.stackTrace]:  1 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:311) <anonymous function>
16:34:36.164 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.164 [script.javaScript.stackTrace]:     i: undefined
16:34:36.164 [script.javaScript.stackTrace]:     bossCount: undefined
16:34:36.164 [script.javaScript.stackTrace]:     pos: undefined
16:34:36.164 [script.javaScript.stackTrace]:     instructions: undefined
16:34:36.164 [script.javaScript.stackTrace]:     message: undefined
16:34:36.164 [script.javaScript.stackTrace]:     page: undefined
16:34:36.164 [script.javaScript.stackTrace]:  2 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:186) <anonymous function>
16:34:36.164 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.164 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Random_Hits 1.12): Unbalanced ] in string.
16:34:36.164 [script.javaScript.warning.ooliteDefined]:       ../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js, line 1297.
16:34:36.164 [script.javaScript.stackTrace]:  0 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:1297) <anonymous function>
16:34:36.164 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.164 [script.javaScript.stackTrace]:     rank: undefined
16:34:36.164 [script.javaScript.stackTrace]:     hate: undefined
16:34:36.164 [script.javaScript.stackTrace]:  1 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:311) <anonymous function>
16:34:36.164 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.164 [script.javaScript.stackTrace]:     i: undefined
16:34:36.164 [script.javaScript.stackTrace]:     bossCount: undefined
16:34:36.165 [script.javaScript.stackTrace]:     pos: undefined
16:34:36.165 [script.javaScript.stackTrace]:     instructions: undefined
16:34:36.165 [script.javaScript.stackTrace]:     message: undefined
16:34:36.165 [script.javaScript.stackTrace]:     page: undefined
16:34:36.165 [script.javaScript.stackTrace]:  2 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:186) <anonymous function>
16:34:36.165 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.165 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Random_Hits 1.12): Unknown expansion key [mission_random_hits_timer] in string.
16:34:36.165 [script.javaScript.warning.ooliteDefined]:       ../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js, line 1297.
16:34:36.165 [script.javaScript.stackTrace]:  0 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:1297) <anonymous function>
16:34:36.165 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.165 [script.javaScript.stackTrace]:     rank: undefined
16:34:36.165 [script.javaScript.stackTrace]:     hate: undefined
16:34:36.165 [script.javaScript.stackTrace]:  1 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:311) <anonymous function>
16:34:36.165 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.165 [script.javaScript.stackTrace]:     i: undefined
16:34:36.165 [script.javaScript.stackTrace]:     bossCount: undefined
16:34:36.165 [script.javaScript.stackTrace]:     pos: undefined
16:34:36.165 [script.javaScript.stackTrace]:     instructions: undefined
16:34:36.165 [script.javaScript.stackTrace]:     message: undefined
16:34:36.165 [script.javaScript.stackTrace]:     page: undefined
16:34:36.165 [script.javaScript.stackTrace]:  2 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:186) <anonymous function>
16:34:36.165 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.165 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Random_Hits 1.12): Unbalanced ] in string.
16:34:36.165 [script.javaScript.warning.ooliteDefined]:       ../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js, line 1297.
16:34:36.165 [script.javaScript.stackTrace]:  0 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:1297) <anonymous function>
16:34:36.165 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.165 [script.javaScript.stackTrace]:     rank: undefined
16:34:36.165 [script.javaScript.stackTrace]:     hate: undefined
16:34:36.165 [script.javaScript.stackTrace]:  1 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:311) <anonymous function>
16:34:36.165 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.165 [script.javaScript.stackTrace]:     i: undefined
16:34:36.165 [script.javaScript.stackTrace]:     bossCount: undefined
16:34:36.165 [script.javaScript.stackTrace]:     pos: undefined
16:34:36.165 [script.javaScript.stackTrace]:     instructions: undefined
16:34:36.165 [script.javaScript.stackTrace]:     message: undefined
16:34:36.165 [script.javaScript.stackTrace]:     page: undefined
16:34:36.165 [script.javaScript.stackTrace]:  2 (../AddOns/Missions.oxp/Random_hits_1.12.oxz/Config/script.js:186) <anonymous function>
16:34:36.165 [script.javaScript.stackTrace]:     this: [Script "Random_Hits" version 1.12]
16:34:36.166 [Random_Hits]: (Hatred : 19. Events Timer : 10. Dockings : 5. Events Number : 0. Special Mission Timer : 10. Revenge Status : KILLED. Time to Strike : [mission_random_hits_striketime]. Revenge Jumps Made : [mission_random_hits_timer]. Special Mission : WAITING. Master Timer : 10. Dice Roll : 76)

_________________
My OXP's


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Mon Apr 11, 2016 6:30 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2398
Location: Finland
Thanks phkb. Looks like that's from the experimental test version. The experimental version had mission deadlines implemented, but was not very thoroughly tested. The version meant to be a milestone on a way to a multiple mission version. However I found out that being able to take multiple missions would need huge amounts of work since the current version is heavily based on one mission and uses named mission variables that go through scripting and text files. I actually wrote a new scripting that allowed to take multiple missions with different deadlines and all, but when I started implementing the actual running missions I ran into so many brick walls I lost count. So I ditched it. And because of that, I'll probably ditch the whole deadline feature too.

When I have some time I'll transfer the small textual corrections and mission screen IDs from the test version to the current version.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Aug 17, 2016 7:44 am 
Offline
Above Average
Above Average

Joined: Fri Jul 22, 2016 3:55 am
Posts: 19
The "map" option in the BBS doesn't seem to work in version 1.84 (at least for me) -- it's supposed to display the galactic/local chart, right? it seems to just display a blank mission screen with the name/location/etc of the hit listed at the bottom.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Aug 17, 2016 9:42 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Sat Oct 20, 2007 2:52 pm
Posts: 2257
Quote:
The "map" option in the BBS doesn't seem to work in version 1.84 (at least for me) -- it's supposed to display the galactic/local chart, right? it seems to just display a blank mission screen with the name/location/etc of the hit listed at the bottom.
Works for me. Probably another AddOn overrules it - please provide the list of used AddOns.

btw: If it's one of the background-image AddOns - we (a_c, Norby, phkb, Smivs and me) are currently working on a unified handling script for these things.


Top
   
 Post subject: Re: Random Hits OXP
PostPosted: Wed Aug 17, 2016 12:22 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2398
Location: Finland
Ah yes, I need to add screenIDs. I'll add those and a couple of other minor fixes to the next version.


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 998 posts ]  Go to page Previous 163 64 65 66 67 Next

All times are UTC


Who is online

Users browsing this forum: Bing [Bot] and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB® Forum Software © phpBB Limited