User:Funf
From Cowboy Bebop: Space Cowboy
Funf is german for five and follows the current numbering system used for immortals of CB:SC. Funf has been an immortal since September 05.
Funf builds, codes, works on ships, enforces, and does whatever else that needs doing.
As a side note, The 'u' in Funf should be an umlaut, and Funf is more rightly spelled Fuenf using ascii charactors. Fuenf exists as a charactor, but Fuenf's password was lost, so Funf is what we have to live with.
Things To Code:
Ram and board ships: Pierce through the side of low hull ships. Creates an entry from your door to theirs.
IC Bounty log: Some sort of simple log when addbounty, rembounty, surrender, or arrest are used. Or a more complicated log where addbounty enters a buffer for a special note board and everything else just posts empty notes with subjects.
Smart plead: When there are multiple mobs in the room with the same name, automatically look for one with aggression.
Jail nurses strip drugs: Illegal and contraband items shouldn't make it through your containers when you get arrested.
Planet and Skill filters: Make slist and planets more user friendly by adding the ability to filter by skill set, clan, or planet etc.
Make furniture: Creates a useless unmovable object with given name. Can be created in apartments only. Visitors can create them. Owners can sacrifice them.
Imm ship warp: Set the system and x y z coordinates of a ship via imm command.
Perm/Unique Ship Component flag: Allow for super components that you can only have one of and can't be uninstalled.
Strip tildes from crafting: Tildes (~) screw up pfiles if it's in an object name.
URL detection in channels: Stop ampersand escapement if it sees a http phrase.
Fix ampersand channel bug: Three or more ampersands pulls some sort of memory leaked buffer into memory.
Access to Hidden Bounties: Give RBH a way to check. Allow people to view hidden bounties on themselves.
Ship logs: Allow basic ship logs to be kept. Components installations, component detachments, launches, etc.
Remove vestigial LSCv3: Passive training stats, etc.
Fix mob seeing wizinvis bug: Detect hidden flag misbehaving.
Fix typos in stattraining: Look into study and research especially.
Code bank bonds: =W=1 billion only? Interest? Simple or compound? Absolute time or playtime? Object or pdata?
Code heavy weapon room damage skill: Think a combo of snipe and grenades. Self damage if same room.
Make grenade timer sane: Give 'em their own glob list and update cycle.
Fix paint bug: Painting a public ship screwed it up. Look into this.
Fix fuel bug: You can "refuel" or "detach" and "install" on a fighter docked in a midship in-flight and use it to refuel the carrier. Either have it take from the carrier, or only allowed while docked.
Remove license code: Get rid of the checks, notices, purchasing, etc. Or add bounties.
Sneaky movement: Change sneak from an affect to a lagged movement command. (e.g. "sneak north"). Actually, new command: creep. E.g. "creep sw"
Refine drugs: A chemist skill to increase the potency of a drug by 1 up to 6.
Clan salary reform: Clan salaries should be paid from the general fund rather than create new money.
Compare base materials: Perhaps MGLM exclusive? Compare to objects to find the better values...
Trade routes info: Show current trade routes with current prices. Perhaps order by most profitable? Smuggling skill?
Contraband Smuggling: Make buygood contraband into its own smuggling skill. Add skills to gauge how risky a planet is. Master smuggler skill to reduce risk?
Long Term Things
Procedurally Generated Bounty Mobs: Periodically spawn a unique mob in flagged areas. Keep a bounty board listing (via bounties mobile). Size of bounty will be according to the strength of the bounty head. Multiple archetypes to spawn with (e.g. fast/autohide, bulky/strong, crimeguy/pistol, punk/knife, etc.)
Shop Racketeering: Clans get money from shops and "protect" them (with mobs) for money. Player shop raiding and bounties galore. NPC cops and clans (BSS) to keep the players from idling.
MONO System: Integrating the computers from the show into our currently SWR-esque ships.
Ships Phase II: This will include stuff like a ship builder skillset and player created components. Also, non-continuous ship rooms.
Trucking: Trucking based economy. Make money by running things from one planet to another. Contraband is quick cash but has a risk of bounties. Mob trucks or anti-contraband police (probably with ships phase iii).
Clans Phase I: Integrate clans with trucking. Allow players to modify the mob defenses of their HQ. Purchase defenses with, like, clan points or something.
Ships Phase III: Mob ships and more?
Weapon Skills: More weapon specific skills and more weapons. (possibly specialization?) Weapon specific combat mods. E.g. quick draw (pistol, back stab), artillery (heavy weapon, grenade), burst shot (rifle, lots of ammo circle), etc.
Player Housing: Multi-room housing. They'd be similar to ships in a lot of ways. Major revision to the format of .home files.
Rumor System: Give players the ability to find out who spread rumors, try to counter rumor against them, or set up pacifying mobs to auto-counter rumor.
Help File Editing: Give players the ability to edit help files. Integrated security and change management if possible.
Rehaul Wishlist
Hacking: More ship related skills. More limited ability to break the bounty system. Easier to learn. (Addendum: Partially done!)
Codebase: General clean-up/rewrite. Too much tacked on and hacked off over the years.
Trade/Negotiate System: Enter two users into an interactive prompt where offers and counter offers can take place.
Limited Class-based or Skill-based Character Restrictions: Add uniqueness to characters by keeping people from being a master of all trades... at least at the same time (Switch active skills with cool down period).
