Nik
At the Blackpool meet, I was talking with David and Mica about what pirates can do with their booty. Once a ship is captured, the pirate has limited options in what he can do with the ship. Some ships are useful to a pirate, others are not. The pirate PIR can try selling it to someone via a middle man, but this often unpopular with certain affiliations (DTR for example).

So one suggestion was scrap to patch, since everyone needs patches to keep their ships moving. This would return patches based on the number of hulls, hull type, maintenance and damage of the ship, I guess minus a certain 'cutting cost'. (You may want to uninstall items first I guess, depedns if the items or the patches are most important to you)

This could also be used by other affiliations who desperately need patches to keep some ships going at the expense of others (which is also why you need a 'cutting cost' to make it uncommon to do this)

I was wondering what others thought of this idea, and if this was going to be programmed in the end.

Nik


PS I tried to seed this topic in game mecahic proposals but couldn't so perhaps it can be moved to there?

Steve-Law
[Topic moved]

Wasn't the in-game explanation of patches that they are nano-bots in some kind of suspension (hence you need the nano-tech branch of tech) - the nano-bots presumably repair the ships in a microscopic context?

If so then it would be difficult to explain how you get patches from a ship.

In more game terms do we want to reward pirates? Yes they liven the game up a bit but do we give them more?

Currently if they don't want a ship they capture they can sell the parts through a "broker" (one of their own non-PIR bases) or sell the ship itself as you say.

But if we want to go down this route I would suggest being able to reclaim x% of hulls from a ship. Thus you can fence the internal parts and some of the hulls. It could also make use of recycled obsolete designs for affs?
brian kreiser
You cannot sell a PIR flagged ship to other than the original owner as only the original owner can remove the PIR status of the ship. This limits the options for the pirat as they will have to use all the capture ships.

Brian, DTR
Garg
I thought you could scrap a ship to gain the hulls, but then i dont want to scrap my own ships so would never try that action.

I take it, that the reasons for no recovery would be same as to why you dont get anything back from a complex that is scrapped.

About the ships, i know it was discussed a while ago, that a ship could be reregistered as another ship ID and number, did that get shot down?

perhaps some kind of action like this should be possible, as there is bound to be some corrupt EEM personal as well, whom could help you to reregister a pirated ship or stolen ship.
David Bethel
if ppl are happy with the idea its in. Custom orders will make this sort of mini order easy to do.
Andy
I like the scrap to patches idea as this can be used by affiliations at war with one another.

I'd like to hear from the pirates themselves first though to see if they think this is worthwhile as they are the ones most affected by this change

Andy
CNF Jon Tenor
I like the idea of corrupt EEM officials. Maybe deflagging PIR ships could be a (difficult) agent/operative mission at EEM bases...
ptb
QUOTE (CNF Jon Tenor @ Feb 7 2005, 05:27 PM)
I like the idea of corrupt EEM officials. Maybe deflagging PIR ships could be a (difficult) agent/operative mission at EEM bases...

It should cost a fair bit though, i assume EEM officials would be corruptable in the same way govermenets are wink.gif need a large cash flow for that kinda thing.

Possibly it should involve a special action in setting up a contact to talk to in the EEM as well? once you have a conctact you could then use the custom order to re-badge as many ships as you like.

Would be nice if there was a way people could still find out though, say if you get an operative near the ship he can do some investigating to see if it matches a previous ship spec, assuming of course no two ships are identical (minor material differences and radiation signitures and the like)
CNF Jon Tenor
I think making them identifiable would make it useless - nobody's going to risk being exposed as a pirate!
ptb
QUOTE (CNF Jon Tenor @ Feb 8 2005, 09:43 AM)
I think making them identifiable would make it useless - nobody's going to risk being exposed as a pirate!

Shouldn't easy, but should always be possible.

It currently is now because you can't change the ID and you can find out which ship goes where. But it would be almost impossbile otherwise.

Besides there *should* be a risk in using dodgy contacts to retag a ship
David Bethel
QUOTE
Besides there *should* be a risk in using dodgy contacts to retag a ship


There should be risk but putting any risk in means that the order is not used and it saves time not to bother writing it in the first place. The ID change should cost cash and be definate and then it becomes useful.
ptb
QUOTE (David Bethel @ Feb 8 2005, 11:12 AM)
There should be risk but putting any risk in means that the order is not used and it saves time not to bother writing it in the first place. The ID change should cost cash and be definate and then it becomes useful.

I would have still thought that even with the possibilty an operative (perfroming a speical action of some kind) finding out that it was orginally under different ID is still less risky that trying to use the ship as a pir tagged vessel.

The zero risk approche would be the chop shop in the other thread.

Although i can understand loathing to write something if noone is gonna use it.
Steve-Law
To get back to original idea, I still think salvageable hulls makes more sense than patches. Or even just a scrap ship order - remove all internals and destroy the hull (no hulls or patches gained but ship removed from game). You can scrap complexes, items, sack troops and employees. A GP or outpost with no content is removed from the game, there is no way to remove a ship (or platform).

You steal a ship, if you can't sell the whole thing you sell all the parts. If you can't reclaim and sell the hull itself you destroy it (no evidence left).

All of that makes more sense than using some alchemy to convert a ship to patches (to me).
Andy
Alternatively there could be a n option to scrap to patch or scrap to hulls
ptb
QUOTE (Andy @ Feb 9 2005, 09:47 AM)
Alternatively there could be a n option to scrap to patch or scrap to hulls

I think the point Steve was making is that patches tech manual says it uses nano-tech to rebuild damaged parts of the ship. And while scrapping to patches would be more useful than scrapping to hulls it just doesn't make sense in the game world.

I think the chop-shop forumla David posted on the forum a couple of days ago makes the most sense.

(note sorry i keep wondering off topic whenever i post tongue.gif my brain links weirdly, need a MKII model)
Rich Farry
QUOTE (ptb @ Feb 9 2005, 08:55 AM)
I think the point Steve was making is that patches tech manual says it uses nano-tech to rebuild damaged parts of the ship. And while scrapping to patches would be more useful than scrapping to hulls it just doesn't make sense in the game world.

I don't see why. Patches are made from metal, ships are made from metal. Not to mention that self replicating machines have been a staple of science fiction for decades.
Archangel
QUOTE
It should cost a fair bit though, i assume EEM officials would be corruptable in the same way govermenets are  need a large cash flow for that kinda thing.


If this is allowed, what balancing operation would be required to correct this issue would be available. Re-flagging ships is technically a crime. What criminal procedures will exist to punish parties identified as executing such deeds. I see no point in allowing something if a game balance operation is not available to provide some sort of recompense to all affected parties.

Futher, it is becoming clearer by the week that it is easier to make profits by outright theft than any other means. It is far cheaper than trade, and infinitately cheaper than warfare.

So much so, that notwithstanding all of the excitement around each and every pirate action (which I must admit I enjoy, even though I have now been taken out twice by pirates), current game mechanics mean that anyone with 1 IQ point above brain dead can be a pirate and reasonably successful as well.

Note to Pirate Large... this last remark does not suggest that you (or any other pirate) have an IQ quotient of 1. I think that you are very able indeed in this role and deserve to be treated with respect. But it does not take a rocket scientist to figure out that all you need to do is wait in ambush mode in ring 10 since the game code always move ships to ring 10 prior to jumping.

I am therefore opposed to providing mechanisms that increase the ability of pirates to operate with impunity without clear mechanics to balance the scales.

Archangel
Rich Farry
QUOTE (Archangel @ Feb 9 2005, 09:35 AM)
Futher, it is becoming clearer by the week that it is easier to make profits by outright theft than any other means. It is far cheaper than trade, and infinitately cheaper than warfare.

So much so, that notwithstanding all of the excitement around each and every pirate action (which I must admit I enjoy, even though I have now been taken out twice by pirates), current game mechanics mean that anyone with 1 IQ point above brain dead can be a pirate and reasonably successful as well.

Ship A cannot be boarded by Ship P if Ship B is defending A.

A heavy hulled warship can take a lot of incoming fire and without large odds against it will not be neutralised/destroyed on day 1 of a battle.

If someone chooses to operate in dangerous areas without escorts, then they're also choosing to take risks.
Steve-Law
QUOTE (Rich Farry @ Feb 9 2005, 10:05 AM)
I don't see why. Patches are made from metal, ships are made from metal.

So allow us to melt the ship down and get metals from it. You can then use the metals to make patches, or hulls or paperweights for the Acropolis market. smile.gif

The point I'm making is partly the nano-tech yes, but also that ship hull to ship hulls (if you see what I mean) is a more direct reclaimation than ship hull to patches. Getting hulls out involves reversing the process that joins the hulls together (e.g. cutting them apart), while getting patches would involve first breaking the hull up, then melting the metal down, then making patches from the reclaimed metal - free production?.

QUOTE
Not to mention that self replicating machines have been a staple of science fiction for decades.


So patches that produce other patches? Just feed them metal... The more patches you have more the patches you get... Even more free production.
Rich Farry
QUOTE (Steve-Law @ Feb 9 2005, 10:58 AM)
The point I'm making is partly the nano-tech yes, but also that ship hull to ship hulls (if you see what I mean) is a more direct reclaimation than ship hull to patches.  Getting hulls out involves reversing the process that joins the hulls together (e.g. cutting them apart), while getting patches would involve first breaking the hull up, then melting the metal down, then making patches from the reclaimed metal - free production?.

So patches that produce other patches?  Just feed them metal...  The more patches you have more the patches you get... Even more free production.

Hardly. Patches are production intensive to produce. Converting a ship to patches should produce an appropriate amount of patches, taking into account the production required for patches, and an appropriate modifier to take a finished product and convert it into a rawer form. This is no more and no less free production than converting a ship into hulls.

I have no preference for a ship being converted to hulls or patches, only that the conversion rate is appropriate.
COH_Gord
Erm

I have heard that some successfull pirates cause the ship to disintegrate thru integrity loss (ie installing and uninstalling items). Some hulls survive this and can be picked up from the debriss same as a freighter falling apart in an asteroid field. The hulls are then sold on the open market.

Of course, this is just something I heard and it may be completely untrue ;-)

An order that does the same could be useful. It can be a controlled integrity breakdown and possibly have greater amount hulls surviving. It can also be used by the lawabiding players in order to decommission old ships as new high tech hulls/designs and armour becomes available.


Gord
David Bethel
QUOTE
I have heard that some successfull pirates cause the ship to disintegrate thru integrity loss (ie installing and uninstalling items). Some hulls survive this and can be picked up from the debriss same as a freighter falling apart in an asteroid field. The hulls are then sold on the open market.


I guess that was before the integrity was calculated into convert to debris. You get no hulls back for an integrity break down at 0% integrity.
Steve-Law
QUOTE (Rich Farry @ Feb 9 2005, 12:15 PM)
...taking into account the production required for patches...

That's the bit I'm concerned about. To convert a ship to patches requires production (to keep it "fair" and in keeping with game mechanics as they are now).

It would really have to be a production task, i.e. insert production *convert ship to patches*. Or otherwise you have to have a "non-production" order taking some of your production capacity. This seems a complicated way to do it to me.

If there was, on the other hand, a command to scrap ship, you could have a choice of scrap to hulls (maybe 50% reclaimed or probably less) or scrap to metals (90%+ mass converted to metals). This would only take some man hours, not production hours.

If you scrap to metals you can use them to build patches (or more hulls than you would reclaim directly) but that would need to be added to your production as normal.

Both "sides" are catered to but it holds better with the mechanics (as I see them).
Steve-Law
Actually, it just occurred to me that if we allow ships to be reclaimed we must then allow some sort of reclaimation of all scrap orders - complexes and items, ships and platforms. Should we be able to get back some modules from a scrapped complex?

Archangel
QUOTE
If someone chooses to operate in dangerous areas without escorts, then they're also choosing to take risks.


Since I have a midget fleet (start up player u c), and a member of an AFF that does not maintain a war fleet, I would be grateful for a donation of a few war ships. If can spare at least on for each of my freighters I would be most grateful.

It will not cost you too much I am sure as my fleet is really midget.

If you are unable, then I hope that plying my trade as is will eventually garner me enough stellars to buy some.

So you see... risks are not taken necessarily by choice, but because no other option is currently available.
CNF Jon Tenor
You might be able to hire an escort from a more war-like aff, perhaps.