Pirate/Alien Commandos, Police/Navy Factions & Commandos, Citizens, Criminal Records & Auto-Bounties

    Supported ideas?


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    Pirate/Alien Commandos, Police & Navy Factions & Commandos, Citizens, Criminal Records & Auto-Bounties.

    Bullet point form.

    • Add two new (allied) factions—the Police, "the friendly space police"' and the Navy, "protecting citizens against alien invaders."
    • Add faction-less citizens that fly through space, buying and selling from shops dynamically, jumping and doing citizen-like things including going to stations and colonies.
    • Add colony stations, where loads of citizens and shops are. Oh, and turrets—watch out.
    • Make the prime activity of the Police to be hunting and defending against pirates.
    • Add 3 hostile alien invader factions, found spread out like mad.
    • Make the aliens' prime activity attacking citizens after leaving their galaxies.
    • Make the pirates' prime activity attacking trading guild fleets.
    • Make the navy's prime activity attacking and defending against aliens.
    • Add a criminal record system, in which you receive a bounty for each crime you commit (table?)
    • Make it so that destroying an NPC with a criminal record will allow you to claim their total bounty from all the crimes' worth on their criminal record at a colony.
    • Make it so that pirates and aliens have fat criminal records.
    • Make it so that you can pay your bounties as fines at colonies.
    • Make it so that dying has you lose all your claim-able bounties but makes bounties upon you become undetectable.
    • Allow commandos, which are hostile boarders (aliens/pirates) to grapple your ship and try, with good AI, to get to your core and kill you.
    • Make police/navy commandos, but have them attack according to their relationship with factions/bounty-holders.
    • Make it so that targeting a ship/astronaut/creature will allow you to see their bounties. With ships, it splits each entered computer/core's astronaut into their own section in the bounty window and tells you if any turrets have some too.
    CRIMES AND THEIR BOUNTY-WORTH.

    1. Stealing of goods (not sure yet.)
    2. Assault (attacking a citizen/trader.)
    3. Criminal damage (attacking a shop/colony.)
    4. Unlicensed mining (mining in systems not owned by your faction/not owned by no faction—minor offence, this alone may not warrant your death.)
    5. Attacking an emergency service ship (attacking a police craft or a navy craft.)
    6. Murder (killing a citizen/trader.)
    7. Killing an emergency service ship (destroying a police craft or a navy craft.)
     
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    I'm pretty sure that the old maritime laws considered anyone who committed any crime at sea to be a pirate, With the possible exception of privateers who where pirates sanctioned and supported by a specific country, provided they only attacked their rival nations.

    As for mining in someone else's territory (claim jumping), this is something that should be dealt with by the player who's getting his resources mined out from underneath him.
     

    alterintel

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    Cool Idea. If this were implemented, it would definitely give us something to do in the game.
     
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    As for mining in someone else's territory (claim jumping), this is something that should be dealt with by the player who's getting his resources mined out from underneath him.
    Well actually, I was thinking maybe sometime NPCs would claim systems.
     
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    I would go as far to say that there should already be pre claimed systems by the above mentioned npcs. This would give us a better feeling of immersion because a player would not just simply be able to take control of any and every system if they wanted to.
     
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    Additionally, I think it would give the player a society to interact with in the grand scheme of the game, which would of course bring more rpg elements into the game.