Black Market Ideas

Post ideas & suggestions you have pertaining to the game here.
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TheLoneWolf
Militia Captain
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Joined: Thu Nov 28, 2013 5:03 pm
Location: Aboard the CSS Radiant

So I don't see much in working for the BM.

We should have a Corporate Trading Port-esque system in BM stations, that let's you order stuff and offer discounts (like 25% lower than a legal source) according to your ranks.
There must also be T31 or vice versa escorting missions available.

And in turn of confiscating the goods if caught, authorities should take the approximate worth of the goods from the player's account AND then confiscate those goodies. If player doesn't have that much money, they take things from the cargo to even it out. Or else, Game Over
JohnBWatson
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The Syndikat isn't very fleshed out at the moment - aligning with them has no real consequences and is by far the easiest way to make credits a non - issue, and the only mission they have is not of much use to the player. I'd definitely like to see that built upon over time. Below are some ideas I've had on the subject. Not all of them may be viable, but they should at least be interesting to read.

- Smuggling shouldn't be trivial. Station guards should loot any non - irradiated(unless they're rad - immune) boxes they can see as soon as they're dumped. This would make the trick of avoiding confiscation by dropping the goods right before docking much less effective. Lawful stations should only take illegal items and military items from non - military ships' crates, leaving other items alone.

- The Black Market should have greater risk to offset its greater reward relative to mining. A small fine for attempting to smuggle conspicuous(as opposed to 'accidentally looted') amounts of illegal items should result in a fine of 20% of their value(or nothing if the fine cannot be paid - a poor drug runner is assumed to be a clueless mule or peon rather than the leader of their operation). In addition, reaching certain ranks could result in the player being pulled aside and told to complete a risky mission to prove their loyalty, and being locked out of Black Market trading until they have done so.

As for adding missions, here are two possibilities just off the top of my head:

- Hunt down and kill a ship somewhere in the system. Its captain might be a rogue Syndikat member, or he might be an innocent that just happened to learn something dangerous.

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Spawn a ship of a random CW or CH affiliated class somewhere in the system with level - appropriate equipment. Have it wander between CW and CH stations for a little while and then gate. If the player hits it with weapon fire, it should turn hostile to the player and either attack or attempt to flee. Mission success when it is killed, mission failure if it gates. Failure results in a level - appropriate fine in credits, or execution if it cannot be paid.
- Assist in the destruction of a Commonwealth colony whose mayor had been attempting to undermine the Black Market.

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Spawn a CW colony somewhere in the system. Give it level - appropriate but reasonable defenses. The player is tasked with destroying the defenses(no reinforcements table - no more will gate in). Once this is done, a squadron of Molotoks destroys the now defenseless station. Upon losing a guard or turret, the station and its defenses become hostile to the player. Destroying the station itself is still treated as a criminal act by the CW. Mission success when the station is killed, mission failure in the unlikely event that all of the Molotoks are somehow killed. Failure results in no penalty, but player will be executed if *he* is the one that killed all of the Molotoks.
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TheLoneWolf
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Joined: Thu Nov 28, 2013 5:03 pm
Location: Aboard the CSS Radiant

I really like your mission ideas. Especially busing up a Mayor.

How about stations have scanners, and unless you dump the goodies really quickly and get the hell out of Dodge, the guards attack you
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