I had this idea that it would be interesting to make missions in the following format, except I ran into a little problem...
In Theory:
Enter bar.
Mission pops up, telling how some strange looking person is walking in your direction, giving the option to stay (accept) or leave (decline). Accepting leads to another mission through ncb. The person asks "Would you like to freight some goods?". "Heck no!" (decline) and "Sure" (accept). A ncb would be set for declining, otherwise accepting would continue with that mission. When declining, another mission would then activate on the basis of the ncb that was just set, in which the person asks if you would rather protect some freighters from pirates, with "sure" (accept) or "no thanks" (decline). Accepting here would then give an escorting type mission.
In Practice:
Enter bar.
Mission pops up, telling how some strange looking person is walking in your direction, giving the option to stay (accept) or leave (decline). Accepting leads to another mission through ncb. No mission pops up.
Leave planet, return, enter bar.
The person asks "Would you like to freight some goods?". "Heck no!" (decline) and "Sure" (accept). A ncb is set for declining, otherwise accepting would continue with a cargo mission. When declining, another mission becomes available on the basis of the ncb that was just set. No mission pops up.
Leave planet, return, enter bar. No mission pops up.
Leave planet, hyperspace out, return, land, enter bar, mission pops up.
Person asks if you would rather protect some freighters from pirates, with "sure" (accept) or "no thanks" (decline). Accepting here then gives an escorting type mission, declining ends the offer.
So, from this little experiment, it looks like mission availability through ncb is checked either when landing/takeoff, when entering the system, or when reopening the pilot.
Does anybody know of a way to make branches like this that don't require you to travel somewhere else for each option?
And, it did occur to me that a ncb could be set for a previous player action, and that would determine which branch was taken, but that wouldn't offer nearly as many options to the player.
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