Ye Olde Hermit Markets

Discussion and information relevant to creating special missions, new ships, skins etc.

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Smivs
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Re: Ye Olde Hermit Markets

Post by Smivs » Sat Jan 02, 2016 7:26 pm

Cody wrote:
spara wrote:"Rock Hermit (mining base)"
"Rock Hermit (neutral harbor)"
"Rock Hermit (pirate hideout)"
<chortles>

"Rock Hermit (straight harmless)"
"Rock Hermit (chaotic) mostly harmless"
"Rock Hermit (dangerous)"
No?
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Re: Ye Olde Hermit Markets

Post by spara » Sat Jan 02, 2016 7:34 pm

Smivs wrote:
Cody wrote:
spara wrote:"Rock Hermit (mining base)"
"Rock Hermit (neutral harbor)"
"Rock Hermit (pirate hideout)"
<chortles>

"Rock Hermit (straight harmless)"
"Rock Hermit (chaotic) mostly harmless"
"Rock Hermit (dangerous)"
No?
How about:

"Rock Hermit (soft)"
"Rock Hermit (hard)"
"Rock Hermit (heavy)"

:mrgreen:

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Re: Ye Olde Hermit Markets

Post by ffutures » Sat Jan 02, 2016 7:36 pm

Cody wrote:If I was running a pirate-type rock hermit, I'd be more than happy for occasional traders to dock - but they'd launch minus any cargo they happened to be carrying.
And of those an occasional trader would dock and emerge as packaged machinery etc... You'd need a "You have been boarded by pirates and murdered - Game Over" screen, of course.

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Re: Ye Olde Hermit Markets

Post by Cody » Sat Jan 02, 2016 7:53 pm

ffutures wrote:You'd need a "You have been boarded by pirates and murdered - Game Over" screen, of course.
<grins> I forget which version that's from, but I know it really annoyed some people.

What's needed is hermit rep - once at a certain level, you'd be on the hermit 'network'.
I already do my part by supplying liquors and wines to all rock hermits I visit.

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Re: Ye Olde Hermit Markets

Post by Fritz » Sat Jan 02, 2016 9:11 pm

Cody wrote:If I was running a pirate-type rock hermit, I'd be more than happy for occasional traders to dock - but they'd launch minus any cargo they happened to be carrying.
I agree to the first part but not to the second: Pirates would need to sell what they have stolen, and they can't go to the main stations because of their legal status. So they depend on traders visiting the rock hermits. If word gets around that they rob traders, nobody would go there anymore.

Edit: Perhaps it could be made illegal to carry stolen goods to the main station of the same system and perhaps to neighbouring systems.
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Re: Ye Olde Hermit Markets

Post by Cody » Sat Jan 02, 2016 9:17 pm

Fritz wrote:If word gets around that they rob traders...
Pirates robbing traders? <chortles> Well I never!

Again, if I was running a pirate hermit, I'd have a clean ship/pilot on hand for fencing purposes.

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Re: Ye Olde Hermit Markets

Post by Fritz » Sat Jan 02, 2016 9:26 pm

Valid point. But what would I do after losing my cargo and not being killed? I would destroy the rock hermit! So you must leave visitors unharmed, or you'll have to kill them.
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"

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Re: Ye Olde Hermit Markets

Post by spara » Sat Jan 02, 2016 10:58 pm

After some number of tests, I would say that the allegiance only affects on NPC traffic. Meaning which AI ships head for the station and which not. So pirates head for the pirate version and so on. The big difference between different hermits seems to be the market and a subtler difference is which ships head for the station.

I would really want to spice different hermits a bit more. Especially the pirate one. I would like to see a flock of pirates patrolling around the hermit, so it would be a suicide for a clean trader to approach the hermit and try to dock.

I'm having a bit of trouble imagining the traffic around the chaotic ones. They're are bit like smugglers dens type of things, that have some very small scale mining operations about.

Maybe I'll try to oxp my vision of the pirate hermit...

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Re: Ye Olde Hermit Markets

Post by Cody » Sat Jan 02, 2016 11:09 pm

Pirate hermits would need to have much better shipyard facilities than ordinary hermits - worth committing piracy to gain access, perhaps.
As for chaotic hermits: my location can be pretty chaotic - in an organised kinda way! <sniggers>

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Re: Ye Olde Hermit Markets

Post by Fritz » Sat Jan 02, 2016 11:18 pm

spara wrote:Maybe I'll try to oxp my vision of the pirate hermit...
I'm looking forward to it! The pirate rock hermits could be made a promising but dangerous target for pirate hunters, but it should of course not be too easy. And don't forget to litter the space with cargo pods after the rock has been blown apart!
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Re: Ye Olde Hermit Markets

Post by Cody » Sat Jan 02, 2016 11:43 pm

Fritz wrote:The pirate rock hermits could be made a promising but dangerous target for pirate hunters, but it should of course not be too easy. And don't forget to litter the space with cargo pods after the rock has been blown apart!
<chortles> This is why you need a hermit network/rep system - destroy a rock hermit, of any type, and you get banned/hunted.

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Re: Ye Olde Hermit Markets

Post by Cody » Sun Apr 30, 2017 1:50 pm

The market behaviour seems to have changed - is it only me?

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Re: Ye Olde Hermit Markets

Post by spara » Sun Apr 30, 2017 3:10 pm

Cody wrote:
Sun Apr 30, 2017 1:50 pm
The market behaviour seems to have changed - is it only me?
Ah. A side effect of Griff's new station bundle. This should work (v1.0.1): https://app.box.com/s/ptdj3qzrholy6t1xlg8akuqjfa26tviz.

Spicy hermits is quite like affected too. I'll fix that at some point.

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Re: Ye Olde Hermit Markets

Post by Cody » Sun Apr 30, 2017 3:15 pm

Thanks, spara - will test later at one of my regulars.

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