Topic: Hauling Jobs from Agents for Agents

It's been long since the last discussion of player side mission system. With PBS/Terraforming and the old question of Soloplay for newbies in times of low playerbase it is becoming more and more of a question how long to wait for those assignments.
Implementing such a system would be a lot of work outs that add to the already big enough workload of our DevTeam, I know.

Nonetheless I somehow like to have a first step to those agentbased assignments in addition to the upcoming Gamma-Islands. First step of that could be those boring hauling jobs - a job for both new players and veterans.

Here my idea how it could work. Please post a comment what you think about it, where problems might appear or what you like to change.

  • Assignment Windows upgrade:
    > adding a tab/button to create a mission on terrain and in station

  • Mission creating:
    > opens up a window, where u can drag the items that shall be delivered into it to convert them into a dataconsole/material box;
    units would be the same as the items dragged into, maybe an additional option to divide its units into smaller parts;
    delivery location can be chosen over a dropdown listing terminals and outposts, later eventually player build stations - minimum of NIC to pay depends on distance;
    evtly. enable setting of the terminal/outpost where to accept the mission, if no special choice available in the mainterminal of that isle;
    setting the mission timer: set the time the mission will be available (will be overriden if count of material boxes reaches 0);
    Lvl settings: maybe per personal standing to contractor, the choices all(lvl0?) - neutral(lvl1?) - friendly+ (lvl5?) < no influence on minimal NIC-Count;
    NIC-Costs: NIC-Costs can be set at the calculated minimum or freely above;
    the minimal NIC-Cost u have to pay will be defined by the distance of delivery and of its total units;
    NIC will be payed out per box, if theres more than one the defined NIC-reward will be divided into number of boxes;
    pay-system for contractor would be similiar to market systems buy orders;

  • material box:
    > items can be taken out of cargo, private storage and fieldcontainers, at creating the box the items will vanish out of those and be formed into one or several even-units boxes (stacking);
    Opening  the boxes: unpackaging can only be done after mission runs out by the contractor and noone else (maybe like  lootcontainer system where an unknown to all password is required for alien-access)
    in case of being in terminal those boxes shall be reserved=unusable for the contractor until mission-timer runs out - if the mission ends with boxes being left he/she will be able to unpack them into its original state (like unpackaging a robot);
    in case of being on terrain, I would suggest that the boxes are dropped into a separate missioncontainer (for each mission), the accepting agent can take out as many boxes as he/she can carry;
    missioncontainer:
    > if all boxes were delivered, container will vanish;
    if there are still boxes left in it after mission timer runs out, it will have a timer like the fieldcontainer (a few mins, reset with activation) to enable the contractor to save its content but also to hinder container staying behind for too long

  • delivery: accepting mission grants you to enter the location and to deliver them - that does not mean u gain automatically access to the facilities or other station options there too!;
    Pay out: each agent will be payed out by the number of boxes they delivered;
    delivered boxes will automatically be put into the private storage of the contractor;

  • assignment window for applicants: in the assignment the number of remaining boxes and the original sum will be shown so that more than one agent is able to accept the mission if theres a lot to haul;
    contractorname is, of course, that of the agent creating the mission;
    Type = Transport - what else?;

  • remaining points
    what happens if agent carrying the boxes dies during the mission or aborts it? will the package drop with certainty or be transfered back to the missionbox?;
    other rewards like items possible?;
    ...

... hmm got even more detailed than I initially thought roll

2 (edited by Tharrn 2012-02-21 12:14:35)

Re: Hauling Jobs from Agents for Agents

In that-other-game the hauler also had to deposit a certain amount of currency set by the one creating the contract, which he got back on completion (collateral). Otherwise people would just pick up your parcels and never deliver them tongue

Regarding delivery: boxes to put stuff in for missions already exist. A PBS/Outpost could thus have a delivery box outside, where people could drop off mission parcels.

Edit: and if the hauler dies the parcel is lost or drops in his container. There has to be some risk element - the contractor looses his stuff, the hauler the collateral.

3 (edited by Arjha Shanoo 2012-02-21 13:24:44)

Re: Hauling Jobs from Agents for Agents

to be honest i dont like the idea of a collateral prepay system since its a huge disadvantage for new players - they have to invest when having nothing though they want to run missions to build up their wealth. So theres a workaround necessary.

I already wrote that those material boxes cant be opened by anyone else than the mission contractor, of course recycling them shouldnt be possible neither.
Remains destroying them and keeping them even if mission timer runs out.
Possible solutions here: disable the destroy option for them or if per coding possible/easier (dunno) if anyone hits destroy or still has the box when the timer runs out, let it be "teleported back" into the missioncontainer.

Re: Hauling Jobs from Agents for Agents

You want a system that is so restricted that people might as well just do NPC 'transport' missions. Player interactions in MMOs can only prosper if there is a risk vs reward component. You want to take the risk completely out of the equation.

As a new player I don't mind if I can only do small jobs that don't require a lot of collateral. As I progress through the bots and aquire money I can do better jobs. It's a sort of progression and allows for goals to be set - which is always a good thing IMHO.

Re: Hauling Jobs from Agents for Agents

Arjha Shanoo wrote:

I already wrote that those material boxes cant be opened by anyone else than the mission contractor, of course recycling them shouldnt be possible neither.
Remains destroying them and keeping them even if mission timer runs out.
Possible solutions here: disable the destroy option for them or if per coding possible/easier (dunno) if anyone hits destroy or still has the box when the timer runs out, let it be "teleported back" into the missioncontainer.

This is where I have an issue..... Nothing in this game comes with out risk, That being said, I'm totaly against this magical teleport of transport goods back to mission start point. I'm also 100% against the hauler not being able to crack the seal and take your goodies. It is a very delicate ballance here, as with your system I could package all my goodies throw them in a hauler and not give 2 craps if it even makes it to its future home(NO RISK).

With that other game if you wanted your BattleShip brought to a new system you stripped it created the request made the collateral as high as the ships natural cost and payed them X ammount to bring it. Its not that hard to set up smaller orders so the newer players can haul stuff for you. I did that in EVE very effectivly create multiple small orders that any new player could afford the collateral and bump up the payment a tad and your stuff would be 100 jumps in a few hours no problem.

I think the overall Idea is great and has a place in a game like this however it is a very delicate ballance. To easy and every one will exploit it to hard and no one will use it.

Participate, Congratulate cause everything else will be seen as HATE.
Max yellow max all skills lvl 10 min max for the win

Re: Hauling Jobs from Agents for Agents

@tharrn: risk vs reward doesnt have to do anything with having a collateral for me, please explain it for me

okay thats a good point for collateral, khader khan, thanks.

for the part of just "throwing it into a hauler" - and dont mind - if it doesnt get delivered u either have to transport it yourself or put up a new mission.
Since the mission could also be created on terrain you yourself at least will have two risks for contractors:
first, having to haul it back yourself nonetheless - second, if the mission times out and your not near the starting point you have to hurry back before your missioncontainer vanishes and rescue your stuff.
The risk for agents taking the mission could be the typical player driven assignment problem - a kill trap.
So the risk maybe low but there certainly is some.

A question that rised up by that would be more like which punishment will the accepting player get for aborting the mission? in npc-missions you get negative standing...

Re: Hauling Jobs from Agents for Agents

The size, value, and destination will determine if a new player can do the PLAYER created missions, they still have access to do all the beginning missions.

While corps like PPAT could create some small, cheap missions for new players, the real transport missions are going to be large volumes of materials moving to or from beta (gamma) which would be very risky for new players to attempt.

Working from there, you see an issue where as the contracter, you really want your goods to arrive at the destination and your willing to pay for someone else to take the risk. But if as a contractor, your not only paying for deliver, but risking losing the materials to some new player over-reaching, then the system won't be used.

If there's NO risk for the contractor however, than it can be abused too easily. Instead of risking moving a scarab load of t4 modules from alpha to beta, I create a contract and have an alt accept it, so if the transport is lost I don't lose the load.

I've thought about contract hauling a lot.

About the only way it works, is if the hauler provides collateral at a known amount, then gets that back, plus a negotiated percentage when it arrives at the destination.

The goods being transported are still packaged, so the hauler doesn't know what's inside, only the value of container assigned by the contrator.

The package is FFA loot. Once it's opened, either by the contract being fulfilled, the hauler, or as loot, the collateral amount is transferred to the contractor.

As long as the package is delievered unopened, the collateral and the % hauling fee will be transferred to the hauler.

Since the value of the haul is always a % of the collateral, the risk is a known quantity for the hauler, regardless of what is actually in the container.

The contracter assumes some risk if they under value the cargo to get a cheaper haul, and its lost of pirated.

The 'game' then is "Is the cargo under or over-valued".

The contractor can put a 10m NIC price on a 4U package. The hauler will get 5% if they deliver it, and earn 500k NIC.

The hauler can choose to open the package, forfeiting the 10m NIC. They just 'bought' the package for 10m. If the contents of the package are worth more than 10M, they 'win' and the contrator loses.

The hauler also needs to decide if 500k of profit is enough to risk bringing the package to the destination. If the contract doesn't get filled at 10m NIC, its likely that the destination is too risky for the reward, so the contractor may have to increase the value to 20m NIC.

Since the % is fixed, the hauler can't know if the price is high because of the cargo, or because of the destination. This makes the decision to open the box much more difficult. It also creates a proper balance in goods being put up for player contracts versus just hauling it yourself.

The '5%' may need a little tweaking, possibly being adjusted by the 'size' of the load also. +1% for loads over 12u, and additional 2% over 80u, 2% over 240u - meaning if you contract for a lithus load or above, you'll pay 10%, but the 'value' of the load is likely to be lower.

In this way, some contracters will put a lump of coal in a package worth 10m NIC, and hope its not delivered. If it is, it will cost them 500k.

If the container is FFA dropped, the looter can either open it, or finish the delivery. The 'pirate' however will get only the 5% fee, and the hauler will still lose the collateral.

If the contractor is trying to be sneaky, and put 100M NIC of modules in with a lithus load of titan, they can create a large U at a low contract price. But the hauler has less to lose by opening these, and maybe finding 'gold'!

The number of contracts you can have active will be an extensions, so players don't create 1000 1M nic coal bombs. The 5%+ fee is non-refundable, so if you create the contract and cancel it, you lose that amount. You can however, like market orders, adjust the contract price (i think its every 10 min). However, dropping it to 1 nic to avoid the penalty will likely mean it will be sniped and opened, so some risk there in trying to avoid the fee.

The 'unknown' true value of the cargo should be suffcient to ensure that 'most' haulers won't risk opening the packs, especially the more expensive ones, where the contractor may only have bumped up the price to entice a hauler to actually move it; for instance 240U of titan with a value of 20M so the hauler will get 1M profit if the move it, but only about 2M in goods if they open it.

Re: Hauling Jobs from Agents for Agents

+1 to Arga's post, that really is the fairest way to do it, without sacrificing the risk/reward element.

Nicely explained too smile

Re: Hauling Jobs from Agents for Agents

Sounds like a cool idea, and once we have a bigger world with more players and a lot longer transports a viable profession smile
I think Arga seems to have a pretty solid idea for how to make it work, it should be possible to steal the cargo, pirate a hauler etc, it adds a dimension to it and also makes it harder to abuse.

Re: Hauling Jobs from Agents for Agents

Devs read what Arga said and do it big_smile

Excellent post Arga.

RIP PERPETUUM

Re: Hauling Jobs from Agents for Agents

Just to round off the idea,

The contract should time out in 72 hours after it is accepted.

A couple of bonus features:

Contracter can offer an additional % bonus for early delivery, faster than 72 hours. Fast delivery should be a bonus, and not a penalty, the 72 hours allows for internet connection issues and IRL emergencies that may delay the hauler.

Hauler reputation.

Each positive delivery earns the hauler a better hauling 'score'. Each failure, regardless of how the cargo was undelievered, provides negative scoring. The score is based on the package value, so delivering 100 5 nic packages won't skew your reputation to the good so you can ninja 1 100m nic package.

Example: Arga has a hauled reputation value of 30m NIC, meaning he has sucesfully delivered 30m or more NIC worth of goods. The system caps at 30m (for example), otherwise if you delivered 4B NIC, you could ninja 100m and still have a very high score. This is just a rough sketch of the system.


Reduction in Collateral.

Experienced and/or respectable haulers can get a reduced collateral rate, reducing the amount of capital they have to invest in each move. Contraters choose a hauling reputation level and discount for each load.

For example, a 10m NIC load, the contract may assign a 0, 10%, 20%, 30% collateral discount for negative, low, med, or high reputation. Better discounts will attract haulers with more positive experiences, which reduces the contracter risk of lost or stolen packages. The contracter is willing to share 'more' risk with the hauler based on past experience.

All of this is still anynomous. The contracter doesn't know the hauler, only thier reputation level. The hauler doesn't know the contracter, only the source and destinations.

Re: Hauling Jobs from Agents for Agents

Arga, very good posts. Well thought out and concise.

John 3:16 - Timothy 2:23

13 (edited by Goffer 2012-02-22 23:13:59)

Re: Hauling Jobs from Agents for Agents

Edit: I lack the button to remove unwanted double post

14 (edited by Goffer 2012-02-22 23:11:56)

Re: Hauling Jobs from Agents for Agents

While this idea sounds great, I see several problems.

The idea with "save" cargo teleporting back means that the agent who wants his good hauled can't loose anything. So every sane person would missuse this mechanism for transports on beta islands when the load is valuable by setting up contract and than take his own assignments. In case of trouble you loose only the haul bot, but the content is safe, elso you loose a small amount of NIC.

The idea from Arga would benefit those that set up a haul contract to beta as trap with the pure purpose to kill the hauler inbetween.
Benefit 1: near sure kill, as hauler has predictable low speed. For parcels above 9U it is sure below 100kph. You know when missions vanishes, than the timer starts to watch out for the hauler.
Benefit 2: Get the collateral paid out without high risk.

15 (edited by Jack The Farmer 2012-02-22 23:27:34)

Re: Hauling Jobs from Agents for Agents

I don't see the problem there. If one accepts high collateral job into hostile territory without thinking whether he can actually complete it he should suffer the consequences of his stupidity.

Of course if mission to beta outpost are allowed then it needs to give warning if the outpost is locked. Or maybe allow only corps with access to that outpost create the missions there and accepting the mission gives you temporary access.

Re: Hauling Jobs from Agents for Agents

Goffer wrote:

The idea from Arga would benefit those that set up a haul contract to beta as trap with the pure purpose to kill the hauler inbetween.
Benefit 1: near sure kill, as hauler has predictable low speed. For parcels above 9U it is sure below 100kph. You know when missions vanishes, than the timer starts to watch out for the hauler.
Benefit 2: Get the collateral paid out without high risk.

The contract can be done at anytime within 72 hours. Any player going onto beta, hauling or not, risks being hit by a detector bot and victum of a login trap. Hauling is anyamous, you can't know which player is taking that load, or when.

Also, beta destination hauls will probably be rare to start. The most common useage is going to be from alpha producers wanting to move ammo and charges to the alpha posts, or raw material to the alpha recycling post, then to the factory.

The professionsl hauler however, willing to brave beta and make a good profit, will accept mulitiple packages to the same destination, and form an actual caravan. Part of the meta-gaming will be for these haulers to form non-agression pacts with their destinations.

These are player contracts, not game generated generic missions. Haulers risk a significant amount of NIC, in the collateral, to make a delivery. If a hauler has 40m NIC tied up in a haul, but chooses to just wander into beta territory without escorts or agreements in place, the 2m NIC profit from that haul certainly doesn't seem worth it.

17 (edited by Arjha Shanoo 2012-02-23 12:00:46)

Re: Hauling Jobs from Agents for Agents

Arga wrote:

Hauling is anyamous, you can't know which player is taking that load, or when.

If the loads in a terminal yes, but I'd like to have the possibility for lets say miners/farmers to give that mission even out in the terrain. Then you would have to drop the containers somehow near you and would be able to see who approaches it.

So theres an additional risk for haulers to pay the collateral at accepting the mission and be shot by the contractor (or his alts/friends; a pact can be misused too) if that place is at beta without the haulers even touching the load. They wouldn't only rise their kills and get the loot but even get the collateral since the mission cant be completed...
Even if there is a reputation (though i really really like that idea) for both - haulers and contractors - if its another account shooting the hauler there wont be a standing-punishment for the contractor at all.

uh, now theres even something else coming up my mind. in my system u would have seen which agent the contractor is - but with reputation,of course, anonymity would be better. So in the contractor column of mission windows what could be shown - something like "Agent (45)" with the brackets number as reputation points?

Re: Hauling Jobs from Agents for Agents

Arjha Shanoo wrote:
Arga wrote:

Hauling is anyamous, you can't know which player is taking that load, or when.

If the loads in a terminal yes, but I'd like to have the possibility for lets say miners/farmers to give that mission even out in the terrain. Then you would have to drop the containers somehow near you and would be able to see who approaches it.

So theres an additional risk for haulers to pay the collateral at accepting the mission and be shot by the contractor (or his alts/friends; a pact can be misused too) if that place is at beta without the haulers even touching the load. They wouldn't only rise their kills and get the loot but even get the collateral since the mission cant be completed...
Even if there is a reputation (though i really really like that idea) for both - haulers and contractors - if its another account shooting the hauler there wont be a standing-punishment for the contractor at all.

uh, now theres even something else coming up my mind. in my system u would have seen which agent the contractor is - but with reputation,of course, anonymity would be better. So in the contractor column of mission windows what could be shown - something like "Agent (45)" with the brackets number as reputation points?

The general rule in automation is; the less human interaction needed, the more complex the automation.

Setting up a system that can handle remote field requests is much more complicated than a Package pickup-delivery system, and you've highlighted those issues well.

Looking at a manual system to provide onsite hauling, would be to create a channel where haulers could join, and then miners would post a request for pickup. Thinking of it this way, shows the problem from BOTH sides. Legitamate miners on beta, don't want to advertise thier presence and location, because they are just as big of targets as haulers. Haulers don't want thier location and routes known for the reasons stated.

That being said, no real miners would use the feild pickup system in beta, be it manual or automated, for the same reason haulers wouldn't; it gives too much intel. Alpha miners could use it though, and haulers could feel confident they won't be jumped. I wouldn't limit any system in such a manner, just know that the implementation is primarily for alpha, and buyer beware for any field pickups on beta.

About the Rep: That sounds like a good way to do it. Contracter offers the contract and reputation discounts, and when the contract is picked up, they see a "Accepted - Reputation 45 : Collateral posted: 4 M NIC Payout: Pending - 500k"