jimhsu wrote:Why not have more?
Regular passengers - don't really care about your ship. Medium urgency. Low-medium pay.
Slaves - don't really care about your ship. Low urgency. ILLEGAL. Medium-high pay.
Prisoners - "want" a secure ship. Medium urgency. Can damage ship. Medium-high pay.
VIPS - want a FAST ship. Very high urgency. High pay. May lead to additional missions in the future.
Spies - want a undetectable ship. High urgency. Pretty darn illegal. High paying, opens up new missions.
Rebel faction leader - wants a fast, heavily armored ship. Very high urgency. Extremely high pay. Be ready to run military blockades. Will dramatically change faction relations (for better or for worse). Opens up entire factions.
Etc.
+ 1
I like the idea of smuggling especially, if you get caught you obviously suffer penalties, but you can enjoy a nice financial gain for say, smuggling people from a more "backwards" system into a prosperous one.
Same for spies, who as you said would want to contract someone with a fast, low energy signiture ship that is capable of shadowing "enemy" fleets and whatever else.
And the faction leader sounds damn cool, help a faction overthrow the current government of a system, hell yea
Might be difficult to implement but would provide a very interesting dynamic to the game. But as Josh said, some things that we think are complicated (such as the ship editor) are actually far easier to implement than many other things, perhaps this is one of 'em?
Transport Tycoon
ahh, that brings back memories of the good old days. Wasted entirely too much time playing that game haha