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[script] Security Services r2, Updated Aug. 3
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7ate9tin11s





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PostPosted: Mon, 3. Aug 09, 10:23    Post subject: Reply with quote Print

someone else wrote:
just a thought.... Rolling Eyes do they already escort your station owned TS and UTs?


Easy enough to add as a ship special command, they could be hired to protect anything really. Even good old [PLAYERSHIP] Surprised

someone else wrote:
another thing.... "sector defence patrols", they make secure the station's sector by killing every squishy pirate/khaak/xenon that tries to enter, for a price obviously.


They already will if the sector gets enough enemies in it. Take a few combat missions in one of you protected stations sectors and you will get a hand, may take them a couple minutes to respond apropriately though Very Happy

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someone else





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PostPosted: Mon, 3. Aug 09, 10:32    Post subject: Reply with quote Print

Quote:
they could be hired to protect anything really

I'd restrict them to merchant ships (TM, TL, TS, TP)... they are bodyguards, not soldiers..... Rolling Eyes

maybe creating a new script to have "mercenary" fleets to take over sectors. (mmmmh... maybe not Rolling Eyes )

another interesting thing.... some selected companies could offer some unique services:
pirate ones could offer the "sabotage the competition" (for a high enough price)
the poor ones could offer you "sell us your heavily damaged ship at a discount price"
and so on. Rolling Eyes


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7ate9tin11s





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PostPosted: Mon, 3. Aug 09, 11:00    Post subject: Reply with quote Print

Feuerriese wrote:
While creating a new corp I noticed you can't really specify any fighters...


Code:
<t id="413">The Goon Squad</t>
<t id="4130">Argon</t>
<t id="4131">Argon</t>
<t id="4135">Cheap</t>
<t id="4136">Goon</t>
<t id="4137">M5</t>


Rolling Eyes Rolling Eyes Very Happy

Hmmm...what is that XXX7 tag...I see it can be M5, M4, M3 (the default), Fighter (M345 mix), M6, or M8... Surprised

/By the way, if you only specify a XXX1 race they are limited to that race, only a XXX2 and they get ABSPT and your sepecified race Very Happy
//Wonder what effect that cheap tag has...

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Feuerriese





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PostPosted: Mon, 3. Aug 09, 11:18    Post subject: Reply with quote Print

I think this is the first time of coding being faster than brainstorming Very Happy
BUT (as it seems you need more work) couldn't there also be a XXX8 tag - small|medium|large|horde|swarm so a small corp gets 20 ships total (i.e. for cheap corps or m6 using elites) and swarm having, uhh, well, swarmingly many ships.

Code:

<t id="415">Forsaken Khaak Breed</t>
<t id="4150">Khaak</t>
<t id="4151">Khaak</t>
<t id="4155">Cheap</t>
<t id="4156">Breed</t>
<t id="4157">M5</t>
<t id="4157">swarm</t>


Something like that Wink

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someone else





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PostPosted: Mon, 3. Aug 09, 11:21    Post subject: Reply with quote Print

Quote:
BUT (as it seems you need more work) couldn't there also be a XXX8 tag - small|medium|large|horde|swarm

agreed... 100 M5 protecting your stations are way less powerful than 100 M3/M3+.


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7ate9tin11s





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PostPosted: Mon, 3. Aug 09, 11:39    Post subject: Reply with quote Print

someone else wrote:
Quote:
BUT (as it seems you need more work) couldn't there also be a XXX8 tag - small|medium|large|horde|swarm

agreed... 100 M5 protecting your stations are way less powerful than 100 M3/M3+.


hmmm....
Code:
  if $contract == 503
    $temp = $temp * 2
  else if $contract == 504 AND $temp > 1
    $temp = $temp / 2
  end
  if $temp < 20
    $max.fighters = 100 - ( ( 20 - $temp ) * ( 20 - $temp ) / 4 )
  else
    $max.fighters = 100
  end


So if I just use a modifier on max fighters it would work without effecting the rates. so....
Squadron Size:
Pitiful - divide by 3
Weak - divide by 2
Normal - As is
Strong - 150%
Horde - Double

Easy enough just a couple lines of code.

Arrow Arrow Arrow

edit: now to see if it works...

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7ate9tin11s





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PostPosted: Mon, 3. Aug 09, 12:17    Post subject: Reply with quote Print

someone else wrote:
I'd restrict them to merchant ships (TM, TL, TS, TP)... they are bodyguards, not soldiers..... Rolling Eyes


Surprised

after a bit of testing I would have to agree...not for your reasoning though, but because they are way too effective Surprised Surprised Surprised

/releasing r2 soon
//not like there were any real changes except to ship selection and one thing that used to be a constant Razz

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someone else





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PostPosted: Mon, 3. Aug 09, 12:24    Post subject: Reply with quote Print

Quote:
after a bit of testing I would have to agree...not for your reasoning though, but because they are way too effective

yep. Very Happy I already noticed that... stations are quite well protected now...
even Qs don't threaten them anymore.

but If I say "defend this M2" and then I go into a khaak sector... they will surely blast the crap outta Khaaks.
We don't want that to happen Rolling on the floor laughing (at least with this low price... Rolling Eyes)

my "reasoning" is only the "official reason" to explain why the mercenaries can protect only merchant shipments.

btw... how the "escort" thing will work?


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Feuerriese





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PostPosted: Mon, 3. Aug 09, 12:53    Post subject: Reply with quote Print

someone else wrote:

but If I say "defend this M2" and then I go into a khaak sector... they will surely blast the crap outta Khaaks.


I think that's a good reason to introduce a new XXX9 tag for giving the corps a particular background. Maybe Ex-Military|Ex-Police|Ex-Mafia|Civilian Security|Etc. , so that ex-militaries DO agree to escort even an M2 into the most dangerous sectors while security guys prefer not to be seen with combat vessels and won't ever enter enemy sectors. Of course, being part of a military task force will result in some uber extra charge Very Happy

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7ate9tin11s





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PostPosted: Mon, 3. Aug 09, 13:08    Post subject: Reply with quote Print

r2 is up...

While you could still use it to help clear a sector you have to remember your paying for at least 60% of each lost fighter...what is worse is you pay for the replacement not the lost one...lost M5 replaced by M3+... Shocked

Give it a shot and let me know if I need to bump up the payment schemes a little. Also, do not overuse the 'cheap' tag...It may reduce cost and I do not have a negative in for it yet, but I will by the next rev...probably just the occasional catastrophic maintenence problem...then you have to pay for a new ship because technically they lost the ship while protecting your assets Evil Laugh

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someone else





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PostPosted: Mon, 3. Aug 09, 13:19    Post subject: Reply with quote Print

maybe setting a max number of enemies they can handle with the "standard" price tag....

and when the number of enemies is more than that they start charging more.

like some non-flat ADSL contracts... Rolling Eyes they are cheap, but if you use even 1 minute more than the time assigned to you, have to pay hundreds of Euros/dollars.

for example, standard price can cover engagements with 3-4 M3 or lower, but when they face a bigger force, they charge a lot more

maybe they can charge you the 10% of the total attacking fleet price.


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Feuerriese





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PostPosted: Mon, 3. Aug 09, 14:23    Post subject: Reply with quote Print

7ate9tin11s wrote:

Give it a shot and let me know if I need to bump up the payment schemes a little.


Well, you asked for it ... Smile Earning money in TC is as easy as breathing, let's face it. Especially when using Lucike's glorious scripts it's no problem to employ a fleet of fighters and pay for any losses. So my suggestion is: give a wallet to every corp. Very Happy Every credit they earn (i.e. you pay them) will add to that account which on the other hand is used to pay for ship replacements.

If the account reaches zero, there won't be any replacements (meaning - sooner or later - no ships ) until they get the next paycheck. But to avoid corps going bankrupt there should be a small but steady amount of cash flowing in, maybe to simulate non-player contracts.

This way the player can still start his universal crusade but will soon run out of ships if he doesn't take care of his mercs. What do you think?

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7ate9tin11s





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PostPosted: Mon, 3. Aug 09, 14:39    Post subject: Reply with quote Print

Hmmm...interesting idea...but I like it more after I have turned it on its side Very Happy

How about the losses the company takes directly changes the hourly pay scale by a percentage. The more dangerous it is to work for you the more you have to pay. Sooooo...

Lets assign a base negative amount so you can actually pay less in safety, lets say -5% base so it can get really cheap eventually if they do not have to fight.

Perhaps 1% addition for each ship lost, of course the changes roll over to the next paycheck and so on.

So if you paid 1000k/h and had no losses it would be 950k, then 903...
But if you continually had 20 losses an hour...1150k, 1323k, 1520k...
(note that they only can generate up to 12 fighters per hour so eventually you will run out of fighters at that rate)

The one going bankrupt would be the player...maybe

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Feuerriese





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PostPosted: Mon, 3. Aug 09, 14:59    Post subject: Reply with quote Print

Yeah, introducing a severe risk penalty is a good idea! If you attract response forces 10 times a day you really should be considered a dangerous person to work for Very Happy
Just don't forget to send a popup rather than automatically agree to changing conditions. Because else you could wind up having 0 (Zero!) credits although you didn't even want to pay for a war...could be a great show though. X4 - The Screensaver Laughing

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someone else





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PostPosted: Mon, 3. Aug 09, 16:11    Post subject: Reply with quote Print

imho is a bit too complex.... Surprised

-base price, you pay every hour.

-each time they need to send in a ship you need to pay something for its service, say 3% its price.... in theory they send ships depending on the attazcking fleet...

-if the ships are lost you pay for them.

-you pay for consumables.

-something strange happens and you must pay for it.


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