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NQPlease.. Include this with the rollout of the mission system


blazemonger

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The idea is not new and yes, i adopted it from that other spaceship game.

 

We need a wrapper system in DU;

  • A way to "pack" items together allowing for them to be transported by haulers and couriers.
  • There wrappers would have the mass and volume of the items it hold and can be a complete construct.
  • They should be restricted to containers and not be transferable to personal inventory
  • Players can offer a mission to transport such wrapper to another location, a collateral should be an option to attach as insurance.
  • Haulers can create drop off points at their base or markets,  a "customer" could offer pickup on a container at their base with access for the hauler automatically added once the mission is accepted.
  • Customer can collect at the destination base of the hauler or they can have a drop off container, again with rights to place the wrapper in it for the hauler set up when the mission is accepted.
  • As the wrapper is delivered, the hauler is paid and the collateral refunded. If the package is not delivered within a specified timeframe the collateral is paid to the creator of the mission
  • Pickup and drop off containers can only be placed on static constructs or stations.
  • Once accepted the player who took it will have access to the pickup construct and the container,  until the mission is complete, failed or aborted to the destination construct and container.
  • Pickup containers and the construct they are on can't be removed while the mission is accepted but he cargo not collected, drop off containers and the constructs they are on can't be removed until cargo is delivered and mission completed. failed or aborted.

 

 

 

 

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This seems like (more or less) what they are already doing... or is this some kind of request to produce what is effectively compactification on otherwise non-compactable constructs for hauling missions? (or giving haulers permission to maneuver-tool/parent full constructs to be transported?)

 

Am I understanding this about right?

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As far as the info NQ has shared, there is nothing that will prevent someone from setting up a mission for a cheap item setting high value and collateral, then remove the destination construct making it impossible to complete the mission and lose the collateral as well as not getting paid.  I would not put it past NQ to not have considered this possibility even when they were advised of this being possible in advance as wel las being given possible solutions to it.

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43 minutes ago, blazemonger said:

As far as the info NQ has shared, there is nothing that will prevent someone from setting up a mission for a cheap item setting high value and collateral, then remove the destination construct making it impossible to complete the mission and lose the collateral as well as not getting paid. 

Has this been confirmed? I read it as the mission would be void if the destination container was removed and the courier would be allowed to open the cargo. I did not think the collateral would still need to be paid if the destination container were removed.

If it's true the courier pays the collateral when the mission is impossible to complete, hauling anything with high collateral for a player you don't trust would be a terrible idea. If you already have a trust relationship with the player, there's not much point in using the mission system for hauling. Similar to setting up hauling agreements now or in other games where in org courier interactions use third party tools rather than the contract/collateral system.

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