{"action":"created","issue":{"url":"https://api.github.com/repos/jpcsupplies/Economy_mod/issues/36","labels_url":"https://api.github.com/repos/jpcsupplies/Economy_mod/issues/36/labels{/name}","comments_url":"https://api.github.com/repos/jpcsupplies/Economy_mod/issues/36/comments","events_url":"https://api.github.com/repos/jpcsupplies/Economy_mod/issues/36/events","html_url":"https://github.com/jpcsupplies/Economy_mod/issues/36","id":106193976,"number":36,"title":"ENH: player contracts (missions etc)","user":{"login":"jpcsupplies","id":13939039,"avatar_url":"https://avatars.githubusercontent.com/u/13939039?v=3","gravatar_id":"","url":"https://api.github.com/users/jpcsupplies","html_url":"https://github.com/jpcsupplies","followers_url":"https://api.github.com/users/jpcsupplies/followers","following_url":"https://api.github.com/users/jpcsupplies/following{/other_user}","gists_url":"https://api.github.com/users/jpcsupplies/gists{/gist_id}","starred_url":"https://api.github.com/users/jpcsupplies/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jpcsupplies/subscriptions","organizations_url":"https://api.github.com/users/jpcsupplies/orgs","repos_url":"https://api.github.com/users/jpcsupplies/repos","events_url":"https://api.github.com/users/jpcsupplies/events{/privacy}","received_events_url":"https://api.github.com/users/jpcsupplies/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/jpcsupplies/Economy_mod/labels/enhancement","name":"enhancement","color":"84b6eb"},{"url":"https://api.github.com/repos/jpcsupplies/Economy_mod/labels/Research","name":"Research","color":"006b75"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":13,"created_at":"2015-09-13T01:27:32Z","updated_at":"2016-01-24T22:40:42Z","closed_at":null,"body":"Works in concert with the ability to buy/sell commodities..\r\ncreate \"delivery contracts\" or work contracts for freighter style players to deliver x number of goods to player y\r\npays on completion of delivery\r\n\r\ncould add new contract styles as we develop mod\r\n\r\ncontracts:\r\ndeliver x item to y player\r\nresupply fuel to y player\r\nrearm ammunition to y player/faction \r\n\r\nmore nefarious ones -\r\nkill player X\r\ndestroy objective X\r\netc\r\n\r\nwill require giving the player a GPS coordinate for the delivery\r\n\r\ncould work a number of ways -\r\neasy way -\r\nwhen player x arrives at location y, automatically remove item from inventory and pay the contract\r\n\r\nadvantages: can use existing modapi abilities; no special blocks needed\r\n\r\ndisadvantages: we are limited to supply in players inventory, ITS A TRAP could be used to lure freighters to ambushes, not very realistic, you are basically delivering to an empty location and cargos are magically transferred to the buyer who probably isnt anywhere near there\r\n\r\nwork around, contract could partially pay for partial delivery, allowing player to grab more from his ships stores, and keep getting part paid until the contract is fulfilled,  or location could be tied to the buyer, so the delivery doesnt auto transfer unless the buyer is nearby to accept it\r\n\r\ntechnical needs: location and inventory polling based on particular player id, tracking contract conditions and fulfillment; can the mod api allow a player to have a shipment put in his inventory that is bigger than the server allows..   or should we not transfer more than he can carry, requiring some realism as they have to unload their inventory to a crate to get the rest of delivery\r\n\r\nhard way -\r\nspawn a ship or special cargo block at the delivery location, or require that a place to dock exits; player has to dock and unload the shipment there\r\n\r\nadvantages - realistic sort of, no limit to cargo size, factions could build trade platforms for deliveries, could use the new auto pilot precision mode for docking; so deliverys could still arrive if the pilot logs off\r\n\r\ndisadvantages - harder to code, may require custom blocks,  needs to prevent the delivery guy simply stealing his cargo back.. so it should lock the block or remove the items as they transfer\r\nif a delivery player logs off - how do we complete the delivery..\r\n\r\nwork arounds - this would definately need the buyer to be nearby; may not be possible to do without changes to keen mod api - as some ways to do it may require removing items from crates automatically \r\n\r\nwaaaay future milestone enh tho"},"comment":{"url":"https://api.github.com/repos/jpcsupplies/Economy_mod/issues/comments/174348829","html_url":"https://github.com/jpcsupplies/Economy_mod/issues/36#issuecomment-174348829","issue_url":"https://api.github.com/repos/jpcsupplies/Economy_mod/issues/36","id":174348829,"user":{"login":"jpcsupplies","id":13939039,"avatar_url":"https://avatars.githubusercontent.com/u/13939039?v=3","gravatar_id":"","url":"https://api.github.com/users/jpcsupplies","html_url":"https://github.com/jpcsupplies","followers_url":"https://api.github.com/users/jpcsupplies/followers","following_url":"https://api.github.com/users/jpcsupplies/following{/other_user}","gists_url":"https://api.github.com/users/jpcsupplies/gists{/gist_id}","starred_url":"https://api.github.com/users/jpcsupplies/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jpcsupplies/subscriptions","organizations_url":"https://api.github.com/users/jpcsupplies/orgs","repos_url":"https://api.github.com/users/jpcsupplies/repos","events_url":"https://api.github.com/users/jpcsupplies/events{/privacy}","received_events_url":"https://api.github.com/users/jpcsupplies/received_events","type":"User","site_admin":false},"created_at":"2016-01-24T22:40:42Z","updated_at":"2016-01-24T22:40:42Z","body":"Ok, for the moment forget everything  wrote above.\r\n\r\nI was shuttlng ice the other day between europa and blue mining to refill the market as it had been used up, and it was quite fun.     I was thinking about what you said in regard to my trade network hud thing using what really should be for missions..   and thought...  why dont we use it for missions then?\r\n\r\nSomething like new players (or anyone online)  get issued a \"urgent order from %trade network name % for 1000 XX item.\"        the item it chooses for the order would be whatever item the market has the least (or none) of (usually an ore since new players can mine those)   and pay some sort of bonus if a player sells that to the market next.\r\n\r\nFrom a logic perspective, this is quite easy to add to our existing /sell command as an extra check to see if a sale matches an \"urgent order request\"\r\n\r\nSince urgent orders are drawn from whatever item we have least of (or none of)   these missions probably dont even need to be saved in the database, and can simply exist in the current DS session memory making things even more simple.  (after a reboot it would simply generate a new urgent order based on stock levels)   \r\n\r\nExtended logic - remote npc trade stations could ALSO generate these missions, giving players an incentive to find them.    We could even double the reward for every hour the order remains unfilled.  (conditional on at least one player being online of course- it would reset if the server was empty)\r\n\r\nBasically a simple analogue of the old elite/frontier games \"famine in XX star system\"  which automatically increased food prices if you traded in those areas.\r\n\r\nThis could also make use of my unfinished \"news system\"  players could type /news   to see what current \"urgent orders \" have been issued by each NPC base.\r\n\r\nSounds pretty damn fun to me, what you think?"}}