- New professions: Mercenary, Police and Pirate
- I updated the list of actions of each profession. Of course, not all actions will be used (e.g. event_player_paid_build_plot_changed). I'll remove those that I don't think works as I test these. And I'll add more when I identify them.
- I went through all of the base mission scripts (even those as yet unused by the game) and added signals for their completions to the appropriate profession.
- I decided to add guilds for each profession. I think a separate entity that gives you extra money is better than simply adding them invisibly to the mission reward. This way, not only is the bonus separated from the reward (which is good in regards to user-experience), but having a representation of the mod in the game world is always welcome.
- Ship proficiencies will be based on the actual ship model/macro rather than ship type (small fighter, large frigate, etc) - which I initially planned only.
26 Dec 2020:
I'm developing an X4 mod called Professions.
It's a role-playing mod that gives the player better returns for actions of their profession.
This is similar to my other mods. It will give the player better returns without cheats but, in this mod's case, for role-playing.
Additionally, there are no penalties for NOT role-playing your profession. It'll be like playing without the mod.
If you sometimes find zen in just doing missions or doing mundane things between the factional wars, this mod should add to that zen.
I would appreciate help in regards to comments, critiques, feedback, etc. - particularly in the professions list itself and the bonuses for the professions.
How it works
It'll be similar to my Skyrim mod, Professions. It's quite dynamic and works like below.
- Performing actions of your profession offer bonuses to those actions.
- The more actions of your professions that you perform, the better the bonuses.
- If you perform actions of a different profession, the bonuses decrease.
- If you perform actions of a different profession enough times, that becomes your profession, and you gain bonuses to actions of that profession.
- There are no penalties in performing actions of a different profession apart from the decreasing bonus to your profession.
- It's easier to main your profession. You need to perform fewer actions of your profession to maintain it. I.e. actions of your profession are weighted more than the actions of other professions in determining your actual profession.
- It's relatively harder to change your profession. You need to perform more actions of a different profession to switch to that profession.
- Like in my Skyrim mod, there is no active "soldier" (or in X4's case, pilot) or "adventurer" profession. This mod considers that you are always a "soldier-adventurer".
E.g. 25% construction reward bonus may be a bit too high a reward bonus.
E.g. The bonuses are mostly just money reward bonuses.
But I'll add those details anyway, not only to get ideas started but also until I get a better sense of WHAT they actually should be (from comments, and from things I discover as I code the mod).
Note that the bonuses are the maximum bonuses available.
The actual bonus is based on the player's proficiency with their profession.
Professions:
Spoiler
Show
Builder
Police
Pirate
- actions: mission_success, mission_failure, event_player_build_plot_changed, event_player_paid_build_plot_changed, event_player_build_started, event_player_build_finished, event_player_build_finished_components, event_player_built_station
- Builder guild mission reward bonus: up to 25%
- actions: mission_success, mission_failure, event_player_collected_ammo, event_player_collected_powerup, event_player_collected_ware, event_player_opened_crate, event_player_assigned_hired_actor, event_lockbox_opened
- Courier guild mission reward bonus: up to 25%
- actions: mission_success, mission_failure, event_player_hacked_object
- Hacker guild mission reward bonus: up to 25%
- actions: mission_success, mission_failure, event_player_collected_ware, event_resourceprobe_launched
- Mier guild mission reward bonus: up to 25%
- bonus: up to 25% mined material bonus (extra material added to the asteroids themselves - more material for less asteroids)
- actions: mission_success, mission_failure, event_player_crafted_ammo, event_player_repaired_signal_leak
- Repairer guild mission reward bonus: up to 25%
- actions: mission_success, mission_failure, event_player_bomb_attached, event_lasertower_launched, event_mine_launched
- Saboteur guild mission reward bonus: up to 25%
- actions: mission_success, mission_failure, event_player_built_ship, event_player_licence_added, event_player_licence_lost, event_player_blueprint_added
- Shipwright guild mission reward bonus: up to 25%
- better ship mod installation results
- actions: mission_success, mission_failure, event_player_signal_unlock_started, event_player_signal_unlock_finished, event_player_created_signal_leaks, event_scan_finished, event_scan_started, event_navbeacon_launched, event_satellite_launched
- Spy guild mission reward bonus: up to 25%
- actions: mission_success, mission_failure, event_playerpricemodifier, event_player_production_started, event_player_production_finished, event_player_commission_added, event_player_discount_added, event_player_licence_added, event_player_licence_lost, event_player_trade_discovered, event_player_trade_completed, event_player_trade_started
- Merchant guild mission reward bonus: up to 25%
- bonus: up to 25% buy discount, up to 25% sale price
Police
Pirate
- Mercenary = actions against criminals, xenon, khaak when you don't have a police licence
- Police = actions against criminals, enemies, xenon, and khaak when you have a police licence
- Pirate = actions against enemies, neutrals and friendlies
- actions: mission_success, mission_failure, event_player_attacked_object, event_player_killed_object
- Mercenary, Police, or Pirate guild mission reward bonus: up to 25%
Guilds
Each profession will have a guild. When one of your activities in one profession surpass more than twice than the others, you will be eligible to join the guild.
Note that eligibility is separate from your actual profession score. E.g. there'll be a time when your builder activities is just slighly above all other activities. Your profession is a builder. But you won't be able to join a guild until your builder score is double or more than the score of the others. But this shouldn't be a grind because (1) generating scores of your profession is faster than generating scores of other profession and (2) what the mod asks of you is what you already do in the game. The mod simply offers better rewards when you do activities (i.e. focus) on your profession.
Benefits of joining the guild: the up to 25% mission reward bonus.
Ship proficiencies
Apart from professions, the mod will have ship proficiency bonuses.
The player will get shield and speed bonuses of the ship macro they use most.
It will work similarly to Professions above: the more times the player flies a ship type, the better the bonus, etc.