Difference between revisions of "Trading System Design"
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(→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
Contents
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.
- Produces [ware] - means the object (planet, ship or station) produces defined number of items per day