Difference between revisions of "Trading System Design"

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(The Design)
(Problems)
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== Problems ==
 
== Problems ==
The problems with current system
+
The problems with current system:
 
+
* The pricing is too uniform
 +
* Player or NPC actions are not affecting the System
 +
* Supply/Demand is not reflected
 +
* Blockade is not implemented
 +
* Resources are not affecting the Objects - Planets/Bases/Ships
  
 
== Solutions ==
 
== Solutions ==

Revision as of 20:53, 10 March 2008

About

This page should be dedicated to design a new trading system, that would make the Vega Strike universe more believable, dynamic and fun to play.


Problems

The problems with current system:

  • The pricing is too uniform
  • Player or NPC actions are not affecting the System
  • Supply/Demand is not reflected
  • Blockade is not implemented
  • Resources are not affecting the Objects - Planets/Bases/Ships

Solutions

The solutions and the spirit of the new system


The Design

  • Cargo groups
    • Price modifiers for cargo groups
  • Planet types
    • Modifiers for planet types
  • Price formulas
  • Availability modifiers
    • Produces [ware] - means the object (planet, ship or station) produces defined number of items per day
      • One item per defined time could be nicer to look at, but harder to implement?
    • Consumes [wares] - means the object (planet, ship or station) consumes defined number of items per day.
      • If failed should disable defined availability modifier until next success. This allows for production only if required raw materials are provided.
      • Should allow defining more than one ware with individual number.