I feel like an asshat for being critical in that it's an amazing effort and people are enjoying these missions, but I don't see the appeal. It's my sense that people want combat not missions per se. Hasn't this been what we have been doing for the past 7 years? Isn't that why we are here? As for the pirate end, there are any number of games out there committed to being a privateer. While the additions seem to be welcome by many, I don't have a sense that people will play SFC for the commerce end of the pirate game, but I could be wrong.
You're not being an asshat at all, honest feedback is what we want! And I agree with you in a lot of ways - I think many/most servers will still be combat oriented, in which case it's easy to simply not include these two scenario scripts. (Or to include only the friendly space scenarios, not the enemy space ones.)
I do think there's room for the odd specialty server though (I really enjoyed HB's last pirate server - in part I've had that style of server in mind while working on these.) And keep in mind that any PvP situations automatically revert to combat, so the front lines will still be about a good ol' scrap.
For the sake of testing I've left the probabilities of different scenarios more-or-less equal, but those distributions are easily changed. I'd expected to have to adjust the probabilities so that the non-combat scenarios are much rarer in hostile space, and so that some of the scenarios are really rare.
The other thing that we need to play with is the length of time it takes to detect and reach the opposition - I've stuck in some default values for now, but they are easily adjusted. (Note: they can be adjusted by scenario type as well, so some of the scenarios can be sped up if desired.)
Any and all feedback is welcome - please don't hold back out of fear of sounding negative!
thanks,
dave