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Oolite Bulletins • GalCop Police - Page 2
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Re: GalCop Police

Posted: Sat Jul 21, 2018 11:38 pm
by Cody
Support your local police - beat yourself up!

Re: GalCop Police

Posted: Sun Jul 22, 2018 1:15 am
by montana05
A quick "Police Volunteer" script could be fun, fine your attackers and kill them when the bounty is high enough :roll:

Code: Select all

player.shipBeingAttacked = function(whom)
{
	whom.setBounty((whom.bounty += 1), "space scum");
}

Re: GalCop Police

Posted: Tue Jul 24, 2018 11:16 pm
by cbr
them Space Corruption Squads sure do fly fancy Fer de Lances... :wink:

Image

Re: GalCop Police

Posted: Wed Jul 25, 2018 10:49 am
by montana05
I guess this Fer de Lances would be a nice addition to Anarchy systems, maybe with a switch of AI's between police and pirate :D

Re: GalCop Police

Posted: Fri Aug 03, 2018 3:44 pm
by montana05
montana05 wrote:
Sat Jul 21, 2018 2:08 pm
Cody wrote:
Sat Jul 21, 2018 1:51 pm
It's a shame the old Viper Interceptor is missing from the core ships.
True, right now scaling the viper model is my only way to get the difference from the past.
Just a thought of mine, while there is no other solution available why not just scale the Viper Interceptor in a future (next ?) release of the core game so that the proportions fit the original ratio between Viper and Viper Interceptor ? Later was larger than the Viper, not sure for how many percent.

Re: GalCop Police

Posted: Sat Mar 16, 2019 2:57 am
by montana05
Finally I had the time to include this idea in my WIP, inspired by Norby's GalCop Sheriffs this ships serve now as deputies in less stable systems (anarchy to multi-government), I just need to find a decent graphic program again to change the textures.

Will it change the environment for the player ? Yes and No. Since oolite populate is used there will be not be more police ships spawned but since this ships are (very) tough they will neutralize more pirate ships in shorter time.