Open Web-eWorks opened 2 days ago
Spitballing: add an option to sell passengers as Slaves on the black market? (With an extremely high fine if caught, of course) Not delivering passengers should have a very large reputation impact, regardless of how they were "lost".
If dropping a passenger at a non-destination dock will be an option ("right, if you don't behave, you can walk from here"), then the entire group the passenger belongs to should also disembark.
If just wanting to move passengers between cabins, we'll need to work on a passenger management screen.
(I'll add these to the "passenger_gameplay" scratchpad too)
Spitballing: add an option to sell passengers as Slaves on the black market? (With an extremely high fine if caught, of course) Not delivering passengers should have a very large reputation impact, regardless of how they were "lost".
Wouldn't one be then very strongly incentivized to re-load save if caught?
Don't get me wrong, I do imagine a future where there's some combat / RPG dice roll to convert passenger to slave/hostage. I think this would be a way to convert reputation to money. (We have a way to convert money to reputation, through the donate to cranks).
Observed behaviour
Sell a passenger cabin with an embarked passenger. The passenger vanishes into the ether, never to be seen again. The mission giver either gets mad at you, or suffers a spontaneous existence failure along with the rest of the mission/game (crash).
Expected behaviour
The player should be prevented from selling an occupied passenger cabin entirely. Alternatively, if it is desired for the player to be able to take this course of action, provide a warning popup and either return the passenger to a "loading dock" on the station to be embarked in a different cabin, or charge the player with an Unathorized Program Deresolution crime.
Steps to reproduce
Sell an occupied passenger cabin.
My pioneer version (and OS):
2024-07-10
/ equip-v2 Linux