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Endless sky interference plating
Endless sky interference plating










endless sky interference plating endless sky interference plating

The problem is caused by the rep, but the solution doesn't have to be change the way pirate rep works. I wasn't suggesting that there be someway to make both pirates and merchants friendly- I was suggesting that the player simply have landing clearance on pirate worlds they've completed jobs for in the past. We could also make it so that completing pirate jobs gives you a slight pirate rep boost every time, so eventually you won't have to pay or worry about killing merchants. If we wanted to change it so that you can make pirates and merchants friendly at the same time, then we'd want to increase (or decrease, depending on how you look at it) the pirate attitude toward merchants from the current -0.1 to -0.3, or even -0.5 (which would allow us to get law enforcement and pirates friendly). Whether this is intended, I'm not sure, but it certainly does make gaining profit from pirate jobs tougher. You're either a pirate to everyone (maybe excluding the Syndicate) or on the side of the law with everyone else. As of right now there's no mathematical way of making both pirates and merchants friendly to the player, let alone having all human factions be friendly to the player. They need to make sure that you're at least able to handle yourself in the event of being attacked.Īs for the pirate rep thing, that change was done after pirate jobs were added, so I couldn't account for it when making the pirate jobs. The reasoning behind the combat rating requirement was because no pirate is going to trust their cargo with someone who's never fought before. Have I somehow missed the mark/point on this or does anyone feel the same way? My solution to this would simply be to offer those bigger payout jobs after having completed a number of a smaller jobs, rather than having it based on pirate rep and combat rating. The higher combat rating is also funny too, because really a smuggler would probably want to avoid fighting both merchants and pirates, and therefore probably wouldn't have a high combat rating. If the only way to raise your pirate rep is to attack merchants, once again smugglers would need to attack merchants to get a shot at these jobs. I've also noticed the bigger payout smuggling jobs of 'highly illegal' cargo require a higher pirate rep than the smaller once, albeit still negative, along with a higher combat rating. This wouldn't change pirate rep- they would still attack you, but it would allow players to land and pick up more smuggling jobs without either paying such a fee that they aren't profitable or attacking merchants.

endless sky interference plating

My solution would be to give the player landing clearance for a planet after completing a smuggling job that originated there. The increased profitability over legal jobs evaporates if you have to pay every single time you want to want on a pirate world, and the only way to solve this is to attack merchants- pretty much the opposite of the discreet low-profile behavior that would make smuggling successful. However, the combination of these two cause a bit of a catch 22 when it comes to smuggling. Also love the new pirate smuggling jobs- finally a use for interference plating other than boarding. It's for all of them.First of all, I love the new changes to pirate reputation where you have to attack merchants to increase your rep as a 'real pirate'. 100 items then 100 * 1 / ( 1 + scan interference).įrom what you've said I'm guessing its the former (not the latter). Is this for all your illegal items or for each illegal item Thanks for the quick replay that really helps! (Note: the scanner "strength" is just its range, not its chance of finding commented 37 minutes ago So, 2 plates reduces your chance of a fine to 1/2, 4 reduce it to 1/3, etc. When you are scanned, your chance of the scan finding your illegal items is equal to: Or is it based on the Cargo Scanner or outfit scanner strength? If so (as the outfit scanner has strength 500) do you need 500/0.5=1000 Interference Plating to avoid being scanned? This seems unfeasible as it would cost 4000 outfit space. The tool tip says Scan interference 0.5 to what does this refer? Do you need as certain amount of plating for a certain amount of illegal goods? If so is that based on the number or the illegal out fits or mass? I also asked on Github, the dev clarrified a few things I'll just repost here:












Endless sky interference plating