EnglishGermanFrenchRussianItalianSpanish
Log inRegister
 
[MOD] Hijack!
Post new topic Reply to topic Goto page 1, 2, 3  Next
View previous topic :: View next topic
Author Message
pref



MEDALMEDALMEDAL

Joined: 10 Nov 2012
Posts: 3416 on topic

Thank you for registering your game
modified
PostPosted: Thu, 3. Mar 16, 01:49    Post subject: [MOD] Hijack! Reply with quote Print

With this mod you can pull off a boarding operation without reputation loss, if you target an isolated ship and cripple its radar(s) before initiating boarding.

Conditions:
* No operational radar on the target
* No friendly ships within 20km with a functional radar
* No stations within 30km or the station's radar range (lower value used: same logic as with vanilla distress calls)

If this all checks out, the target's emergency protocols will commence: drone pad will be brought to a working state, and all available drones queued for repair will be equipped, increasing the ship's defence strength.
The crew will also get really mad at you, and wont forget easily - better succeed once started, as a failed attempt might leave you with a ship that will kill any of your assets on sight - and which might belong to an otherwise friendly faction.
Any further actions against it will result in reputation loss - the skunk can only jam the identification and comm signals while boarding is in progress and the radar of the target is defunct.

Selling hijacked ships to a shipyard friendly to the original owner will have some annoying consequences - the shipyard will turn on you for a while, and you will have to pay for the ship as well.
Ships can only be hijacked once.

Anyway, yarr.


Workshop
dropbox


Steps to hijack:
0. You can start boarding just to get the info if hijack could work. A hint will display in-range ship/station and radar count. Cancel the ops.
1. If found a clean target, destroy the radar on the ship. This will drop your rep a little, but this loss is inevitable (and intended).
2. Start boarding. A hint will be displayed, either saying hijack started, or if anything moved in range then you will be notified about that instead (in that case you can still cancel).

If hijack could start, from this point on right until the op is finished attacking the target or its XS/S/M escorts will not hurt your rep.

3. Get rid of the escorts if needed, board the ship.
4. Try to sell the ship to a shipyard that is friendly to the original owner if you dare Razz


Save safe.

Boarding Options is compatible, thanks to camus/Clownmug's help.

Incompatibility:Mods that keep spamming hints will also hide Hijack's messages.
You should still be able to see if hijack started from the target changing to enemy from its normal faction.



Last edited by pref on Tue, 14. Jun 16, 19:00; edited 8 times in total
Back to top
View user's profile Send private message AIM Address
pref



MEDALMEDALMEDAL

Joined: 10 Nov 2012
Posts: 3416 on topic

Thank you for registering your game
PostPosted: Thu, 3. Mar 16, 01:54    Post subject: Reply with quote Print

Im thinking about adding a perma rep loss with the target faction if the operation fails.

Back to top
View user's profile Send private message AIM Address
SyberSmoke





Joined: 11 Feb 2012
Posts: 633 on topic
Location: United States
Thank you for registering your game
PostPosted: Thu, 3. Mar 16, 02:01    Post subject: Reply with quote Print

Thought, what about signal jamming. A special illegal software suite that the player can buy at a EXTREME cost. But reduces the range values for a quiet hijacking.

Another option may be tying into the hacking drone...so hacking the ship before hand kills all comms out for a time.

Back to top
View user's profile Send private message
Sparky Sparkycorp
Moderator (English)
Moderator (English)



Joined: 30 Mar 2004
Posts: 6731 on topic
Location: UK
Thank you for registering your game
PostPosted: Thu, 3. Mar 16, 03:33    Post subject: Reply with quote Print

Pref, nice one Cool


_________________
X:R mod list. X:R Wiki.
Updated TC/AP Bonus Pack. AP TS efficiency.
Back to top
View user's profile Send private message
pref



MEDALMEDALMEDAL

Joined: 10 Nov 2012
Posts: 3416 on topic

Thank you for registering your game
PostPosted: Thu, 3. Mar 16, 13:27    Post subject: Reply with quote Print

Thanks sparky! Smile

I hope it wont be too much of a cheat.

Having a much higher initial range, and reducing it via a pricy pirate-gadget isn't a bad idea Syber!
It could provide a reason for a pirate mini plot Very Happy

Back to top
View user's profile Send private message AIM Address
Goliathmk2





Joined: 03 Jun 2014
Posts: 138 on topic
Location: Australia
Thank you for registering your game
PostPosted: Sat, 5. Mar 16, 12:57    Post subject: Reply with quote Print

Haven't tested this out yet but,

WHAT IF I have a ship captured out in space somewhere and all the modules
are destroyed, could I sell the ship to the people I got it from? recapture it without
rep loss? and sell it again and again?

If so, I suggest adding in a way for the previous owners to recognize their old
ship. Whenever the captured ship is within 5km of a ship or 7.5km of a
station of the previous owners or if I try selling back to them they'll be like
"dude... WTF?" at which point you'll receive a rep hit.

EDIT: This can be worked around by taking your ship to a different shipyard and
changing the registration or serial code.

What if I bounce selling the ship between two shipyards for different factions?

I suggest a sort of timer put in place after I sell the ship that will prevent
me from capturing the ship without rep loss for that faction, additionally
the faction the player sells the ship to will send ships to escort their new
toy.

But I haven't tried this yet so I could be completely wrong.

Back to top
View user's profile Send private message
Sparky Sparkycorp
Moderator (English)
Moderator (English)



Joined: 30 Mar 2004
Posts: 6731 on topic
Location: UK
Thank you for registering your game
PostPosted: Sat, 5. Mar 16, 13:55    Post subject: Reply with quote Print

Pref, I don't think this is a cheat mod - more that it fixes a feature I think Bernd announced in his boarding video Wink

That said, well-spotted Goliath. Maybe this is a reason why it doesn't seem implemented in vanilla. Something like a timer sounds like a good idea. Whereas stopping the option to board a ship running "Exploring" (AKA move.die) would prevent a pirate player being able to capture NPC CVs built occasionally by shipyards.


_________________
X:R mod list. X:R Wiki.
Updated TC/AP Bonus Pack. AP TS efficiency.
Back to top
View user's profile Send private message
YorrickVander





Joined: 29 Oct 2013
Posts: 2603 on topic
Location: The naughty corner
Thank you for registering your game
PostPosted: Sat, 5. Mar 16, 15:15    Post subject: Reply with quote Print

Likewise, this mod is less a cheat than an 'it makes sense' addition to the mechanics.


_________________
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
Back to top
View user's profile Send private message
TSM
Not a Moderator




Joined: 01 Jul 2004
Posts: 1765 on topic
Location: Lancashire,UK
Thank you for registering your game
PostPosted: Sat, 5. Mar 16, 18:26    Post subject: Reply with quote Print

Love the idea of this mod Very Happy

does it have any issues with more [Mod by Clownmug] Boarding Options (updated on 17.03.2015) ?


_________________
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
Back to top
View user's profile Send private message Visit poster's website
pref



MEDALMEDALMEDAL

Joined: 10 Nov 2012
Posts: 3416 on topic

Thank you for registering your game
PostPosted: Sun, 6. Mar 16, 00:29    Post subject: Reply with quote Print

Thanks guys, i had some doubts, happy you see it that way Very Happy

@Goliathmk2: That is a valid concern, fixed.

@TSM: it should work, but i did not try it... could you provide feedback if it works or not?


***********

Quick update - if you manage to sell the ship back to a shipyard that is friendly to the original owner, then the shipyard will hate you for 2 hours, and the ship price will be deducted from your account.

Back to top
View user's profile Send private message AIM Address
TSM
Not a Moderator




Joined: 01 Jul 2004
Posts: 1765 on topic
Location: Lancashire,UK
Thank you for registering your game
PostPosted: Sun, 6. Mar 16, 01:15    Post subject: Reply with quote Print

pref wrote:

@TSM: it should work, but i did not try it... could you provide feedback if it works or not?


Controls for boarding don't seem to appear from your mod, if I try to board a friendly it seems to be using boarding options.

I assume your mod takes out Radar?


_________________
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
Back to top
View user's profile Send private message Visit poster's website
pref



MEDALMEDALMEDAL

Joined: 10 Nov 2012
Posts: 3416 on topic

Thank you for registering your game
PostPosted: Sun, 6. Mar 16, 01:28    Post subject: Reply with quote Print

My mod doesn't add any more options to select, and it wont kill the radar for you - you have to do that yourself. If by controls you mean selectable options during boarding.

It should only display some hints at boarding start, on the right side of the screen, in the middle.
Things like radar count on the target, and in-range station/ship count.
Or if hijack could be started.

Back to top
View user's profile Send private message AIM Address
denison10





Joined: 12 Oct 2014



PostPosted: Sun, 6. Mar 16, 02:02    Post subject: Reply with quote Print

pref wrote:
Or if hijack could be started.


in what place it is better to do a boarding?

Back to top
View user's profile Send private message AIM Address
TSM
Not a Moderator




Joined: 01 Jul 2004
Posts: 1765 on topic
Location: Lancashire,UK
Thank you for registering your game
PostPosted: Sun, 6. Mar 16, 02:14    Post subject: Reply with quote Print

pref wrote:
My mod doesn't add any more options to select, and it wont kill the radar for you - you have to do that yourself. If by controls you mean selectable options during boarding.

It should only display some hints at boarding start, on the right side of the screen, in the middle.
Things like radar count on the target, and in-range station/ship count.
Or if hijack could be started.


Ah I see I will re-try and let you know, there is quite a few ships with no support or stations in range
Spoiler
in xenon space few Split and Argon Cap ships.
Spoiler


@pref why don't you do a Video Demo of your mod?


_________________
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
Back to top
View user's profile Send private message Visit poster's website
denison10





Joined: 12 Oct 2014



PostPosted: Sun, 6. Mar 16, 02:25    Post subject: Reply with quote Print

[quote="TSM"]
Quote:

@pref why don't you do a Video Demo of your mod?


YES!!! yes!!!

Back to top
View user's profile Send private message AIM Address
Display posts from previous:   
Post new topic Reply to topic Goto page 1, 2, 3  Next
 
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
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
Control Panel
Login Data
The time now is Wed, 18. Jul 18, 19:46

All times are GMT + 2 Hours

[ Disclaimer / Impressum ] | [ Privacy Policy / Datenschutz ]

Board Security

Copyright © EGOSOFT 1989-2018
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.09957 seconds, sql queries = 29