Every time you get a "thank you" message from a police for helping him, your bounty is reduced by 20%
The trouble is that after thanking you, the Viper will then attack you!
Thanks. Also Eric and SandJ.
Ah, ok, so there is an effect, and it is strong enough that it might be worth the risk, Good!
Oh - would it be possible for them scripts to (optionally!) take notice of the hyperjumps, but only execute the bounty-reducing effect on docking with the main station ?
... but if the bounty was recalculated (upward) at docking or reaching aegis, players might notice their status suddenly change from offender to fugitive for no apparent reason... "dude your OXP is broken"... "Blame snork, it was his idea"... It would have to be an option for the curious to discover in the script.
I did of course not think of that. Would be even funnier if the player notices this only when suddenly everyone attacks them.
I once had a roughly similar effect, and as surprise it worked wonders.
Where I'd like to get to eventually, by the time 0.1 becomes 2.0 is a completely detailed record of where the player's bounties (yes, plural) originate. So you'd know which planets you had to return to if you wanted to face the music, or avoid forever, if you didn't. Something like this (which is just a mock-up, I don't have script to make it work (yet)):-
Ahh, wonderful. nice mock-up.
So You would provide the basic mechanics, and other oxp-ers could use it with this or that mission oxp ?
I can so see a mission where any outcome would have the player be most hated enemy either with the CFA-associated feline worlds, or with the TICA-associated feline worlds, or all of them.
Or some other oxp-er provides a script, that if you ever flatten a frog ....
And so on. Ah, wonderful possibilities.
Don't panic ? Have a beer, or so ?
ps - is it possible for oxps to not use the main savegame, but to store their stuff in some other (oxp-only) file ?