![]() If the player doesn't dump any cargo, the pirates will start attacking the player again. In that case they will stop attacking the player and wait for the player to dump some cargo. There is a small chance the attackers might accept the surrender. This transmission sends a surrender message another ship. Surrender to target/Surrender to nearest attacker.If this action is performed in sight of a police vessel or the main station, there is a chance the victim will report the crime and the player will receive an increase to their offender status. If they accept the demand, they will drop some cargo and flee. They can either accept or reject the demand. This transmission sends a demand for cargo to the other ship. If a ship from one pirate group moves closer than another pirate group, the amount of the bribe will be adjusted accordingly. ![]() This is because it is not known who is the closest attacking ship until the transmission occurs, and the bid amounts are stored for each pirate group or ship. If the player doesn't have a target (for instance, they are fleeing from a group of ships), the bribe amount will only be displayed when the transmission takes place. If the attacking ship is targeted by the player, they will see the next bribe amount in the message text when selecting the message. If they are part of a pirate band, the pirate who accepted the bribe will share the spoils and they will all break off their attack. In this case, the bribe amount is deducted from the player bank account, and the ship targeting the player will break off their attack. If the amount of bribe increases beyond the players current credit balance, the offer to bribe will be removed. The amount the player can offer will then increase by a factor of 2 or 2.5 and the player can then try the bribe again if they wish. This transmission offers money to a ship that is attacking the player. Offer bribe to target/Offer bribe to nearest attacker.(b) If the other ship is not targeting the player, they will possibly choose to attack the player. (a) If the other ship is targeting the player, there is a small chance they might choose to flee. Depending on who that ship is targeting, the response may be different: This transmission issues a threat to the other ship. Multiple taunts can be sent to other ships. (c) If they are not targeting the player at the moment, they might choose to start targeting the player instead. (b) If they are currently attacking the player, they might get angry and their accuracy might decrease for a few seconds, or increase for a few seconds. But regardless of a verbal response, the other ship may do one of the following: This transmission sends a taunt to the other ship, and the other ship may or may not respond. Once a response has been received from the other ship, no further greetings can be sent to that ship. The other ship may choose to respond or not. This transmission sends a basic "Hello" message to the ship the player is targeting. Only available when the player ship is under attack. This transmission requests immediate assistance against attackers. (b) By telling the player they are headed somewhere else, or (c) by telling the player they are heading to the players destination. Ships can respond in three ways: (a) Not at all. The message is only available if a destination has been set and the players status is not "red". This transmission asks if anyone is going to your hyperspace destination. Not to be confused with CommsLogMFD which keeps a long record of Vanilla game (non-Broadcast Comms) messages which you can scroll through. You can call for help from other ships or even the police. All at once, you can find other ships heading your way in a convoy, you can bribe (with credits, a boon to those of us who don't carry cargo) or scare off pirates, or taunt them into messing up a shot. It seems like such a simple OXP on the surface - you send messages to other ships - but adds so much functionality to the game. That is, the types of communications the player transmits will have a bearing on the game in some way, depending on the transmission type. This OXP provides a means by which the player can communicate in a real way with other ships. 6 Introducing more ship personality types for Broadcast Comms.5 Using script_info to control messages. ![]()
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