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		<updated>2026-05-13T16:44:55Z</updated>
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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=VS_Fiction:Answers_and_the_Forgotten_Future_War&amp;diff=18402</id>
		<title>VS Fiction:Answers and the Forgotten Future War</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=VS_Fiction:Answers_and_the_Forgotten_Future_War&amp;diff=18402"/>
				<updated>2011-12-02T23:00:27Z</updated>
		
		<summary type="html">&lt;p&gt;Travists: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Answers and the Forgotten Future War ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trigger:''' Meeting on Atlantis regarding findings discovered during treatment form Luddite attack.&lt;br /&gt;
&lt;br /&gt;
'''General Story Arc:''' D. is contacted about anomalies in genetic structure and implants discovered during treatment following the Luddite attack just prior to UTCS. Informed that tech used appears similar to scattered finds throughout the galaxy belonging to a group known as the “Ancients.” Shortly after Andolian officer approaches D. about a freelance job scouting the location suspected of being where change happened. Finds various Ancient’s installations partly functional. Over course of several missions learns part of Ancient history and that Human/Aera war not entirely of own making.&lt;br /&gt;
&lt;br /&gt;
*'''Resolutions/Rewards:''' &lt;br /&gt;
**1: New weapon for Confederation/Credits, gain to human relations&lt;br /&gt;
**2: New FTL technology for Aera/Credits, gain to Aera relations&lt;br /&gt;
**3: TO be determined/New technology available, gain to all relations&lt;br /&gt;
**4:Shutdown ancient machine fostering wars/ free Ancient’s tech&lt;br /&gt;
&lt;br /&gt;
*'''Mission Layout:'''&lt;br /&gt;
**Name:&lt;br /&gt;
**Type:&lt;br /&gt;
**Pay:&lt;br /&gt;
**Wingmen:&lt;br /&gt;
**Objective(s):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[AATFFW:Campaign Tree/Flowchart|Campaign Tree/Flowchart]]&lt;br /&gt;
*[[AATFFW:Missions Overview|Missions Overview]]&lt;/div&gt;</summary>
		<author><name>Travists</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=AATFFW:Missions_Overview&amp;diff=18401</id>
		<title>AATFFW:Missions Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=AATFFW:Missions_Overview&amp;diff=18401"/>
				<updated>2011-12-02T22:49:40Z</updated>
		
		<summary type="html">&lt;p&gt;Travists: Created page with &amp;quot;Se1: Story Element Contacted at Atlantis bar about findings during attack. Tech has fingerprint, likely intentional, of one of the groups known as the Ancients.  M1: Mission (Sco...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Se1:&lt;br /&gt;
Story Element&lt;br /&gt;
Contacted at Atlantis bar about findings during attack. Tech has fingerprint, likely intentional, of one of the groups known as the Ancients.&lt;br /&gt;
&lt;br /&gt;
M1:&lt;br /&gt;
Mission (Scout)&lt;br /&gt;
Contacted by Andolian Protectorate Officer. A.P. knew of changes, but matter was classified. Given opportunity to scout area where change is believed to have happened.&lt;br /&gt;
&lt;br /&gt;
C1:&lt;br /&gt;
Choice&lt;br /&gt;
While in space on M1, player receives two messages to meet on two different planets regarding further mission opportunities. One from confed support and logistics command, the other from (anti-war group)&lt;br /&gt;
&lt;br /&gt;
M2:&lt;br /&gt;
Mission (Cargo-easy)&lt;br /&gt;
Choice 1 from C1. Confed officer gives player a simple cargo run to sound them out. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M3:&lt;br /&gt;
Mission (Cargo-Moderate)&lt;br /&gt;
Upon returning to officer, given second assignment: fly cargo to farther destination. Scripted pirate encounter.&lt;br /&gt;
&lt;br /&gt;
Sc1:&lt;br /&gt;
Second chance&lt;br /&gt;
Re-fly M3.&lt;br /&gt;
&lt;br /&gt;
M4: &lt;br /&gt;
Mission (Cargo-Hard)&lt;br /&gt;
Confed puts player on frontline supply run. Scripted Aera interceptor encounter. &lt;br /&gt;
&lt;br /&gt;
M5:&lt;br /&gt;
Mission (Scout)&lt;br /&gt;
Confed Officer reveal not really with logistics, but with intelligence instead! Given scout assignment on border.&lt;br /&gt;
&lt;br /&gt;
C2:&lt;br /&gt;
Choice&lt;br /&gt;
Given choice of two missions. One is a scout mission in Aera space; the other is a Cap-ship bounty mission with a Cap-ship wingman.&lt;br /&gt;
&lt;br /&gt;
M6: &lt;br /&gt;
Mission (Scout –hard)&lt;br /&gt;
Choice 1 from C2. Sent on a recon patrol through Aera space. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M7:&lt;br /&gt;
Mission (Bounty)&lt;br /&gt;
Choice 2 from C2 Sent on bounty to take out Cap-ship run by Aera and Aera sympathizers. Given a Cap-ship escort encounter Cap-ship and escort.&lt;br /&gt;
&lt;br /&gt;
C3 (Confed Leg):&lt;br /&gt;
Combat Choice&lt;br /&gt;
Join Aera and take out Confed capship goto M32; Stay with confed goto M8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
M8: (Scout)&lt;br /&gt;
Sent on deep-space recon mission into unknown territory. Patrol ends at a small station of unknown design.&lt;br /&gt;
&lt;br /&gt;
Se2:&lt;br /&gt;
Story element&lt;br /&gt;
Player finds a partially functioning computer on station triggered to life by Ancient’s implants in D. Learns location is a satellite library for group known to humans as “Ancients A” and told some of history. Told more functionality can be restored if parts found.&lt;br /&gt;
&lt;br /&gt;
M9:&lt;br /&gt;
Mission (Scout)&lt;br /&gt;
Scout area around library for parts needed. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M10:&lt;br /&gt;
Mission (Cargo Retrieval)&lt;br /&gt;
Scout mission allows library to locate a part package needed to initiate self-repairs. Sends player off to retrieve package. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
C4:&lt;br /&gt;
Choice&lt;br /&gt;
Player learns more of Ancient history, specifically the A-B war from A’s perspective. &lt;br /&gt;
Given choice to destroy an Ancient B library or retrieve more parts. &lt;br /&gt;
&lt;br /&gt;
M11:&lt;br /&gt;
Mission (Bounty *impossible*)&lt;br /&gt;
Choice 1 from C4. Assigned to destroy Ancients B Library along the way ambushed by drone. Informed that D. has been deemed unfit to help undo the damage caused by ancient war. Drone’s shields and weapons make it impossible to accomplish mission. **End of campaign-lose**&lt;br /&gt;
&lt;br /&gt;
M12:&lt;br /&gt;
Mission (Cargo Retrieval)&lt;br /&gt;
Player congratulated on moving past primal motivations and told that it was a test to determine if D. can help to undo damage caused by A-B war. Assigned to pick up another part package to restore further functionality. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
U1: &lt;br /&gt;
Upgrade&lt;br /&gt;
D. will need help to further mission, with new parts player’s ship can be upgraded to better deal with upcoming hazards. **Shields upgraded. **&lt;br /&gt;
&lt;br /&gt;
M13:&lt;br /&gt;
Mission (Courier)&lt;br /&gt;
Library from A needs to share information with Library from B. Unfortunately, communication network has been down for eons, and Library B likely in similar state to Library A upon discovery. Player sent to deliver message, and return with reply. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
C5:&lt;br /&gt;
Choice&lt;br /&gt;
Upon reaching Library “B”, library wakes up like “A” did, but is more intact, and tells D. part of Ancients B history. Player can then choose to either stick with “A” or join “B”.&lt;br /&gt;
&lt;br /&gt;
M14: &lt;br /&gt;
Mission (Bounty –hard)&lt;br /&gt;
Library A has discovered a semi-intelligent drone from a smaller group known to scholars as “Ancients D” complicating efforts. Assigned to destroy drone. Encounter small craft of unknown design: weapons marginally better than others in UTCS, but busted shields makes encounter tough but readily winnable.&lt;br /&gt;
&lt;br /&gt;
M15:&lt;br /&gt;
Mission (Cargo Retrieval)&lt;br /&gt;
Library “A” has done about all it can, and wishes to remove it’s self from local space to avoid causing new problems by introducing its information to races not ready to handle it. Sends player out to retrieve one last parts package to bring drive systems online. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
C6:&lt;br /&gt;
Choice&lt;br /&gt;
Before heading to parts unknown, Library tells D. of two places to check out to further the work. One is a hidden factory for “Ancients A”, the other is a much younger (but still ancient by human standards) library from a group known to humans as “Ancients C”.&lt;br /&gt;
&lt;br /&gt;
Se4:&lt;br /&gt;
Story Element&lt;br /&gt;
Arrival at specified location causes factory to uncloak. After docked told that “Ancients D” helped to foster Human-Aera war by quietly shutting down jump points in the developing Aera’s space long before they had achieved civilization let alone space flight. Further, there is a still functional “D factory” producing drones that are attacking both sides making peace talks nearly impossible. Factory will give D. a weapon that confed can duplicate to force Aera into an eventual ceasefire if agrees to help it destroy “D factory”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
M16:&lt;br /&gt;
Mission (Patrol)&lt;br /&gt;
As it is becoming active again, Factory wants more detailed information about the current status of its home system. Player is sent on a simple patrol. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M17:&lt;br /&gt;
Mission (Fly-to)&lt;br /&gt;
Being a factory, if it to help it need resources. Player is instructed to fly to a nearby system where it has “arranged” to have a shipment of materials sent back. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M18:&lt;br /&gt;
Mission (Cargo)&lt;br /&gt;
Fixer in system sent to offers to pay to have a shipment sent to an “unknown benefactor” (of course the player knows who this is, but D. keeps his mouth shut) Random encounters only.&lt;br /&gt;
&lt;br /&gt;
U2:&lt;br /&gt;
Upgrade&lt;br /&gt;
“Factory A” needs a little more information, so provides D. with an upgraded sensor system. In addition to having a longer range than any other scanner, it has features that human ships can’t display. Factory will review sensor logs when player gets back from missions. (Note: with fresh supplies, factory can now repair player’s ship and sell munitions. For free!)&lt;br /&gt;
&lt;br /&gt;
M19:&lt;br /&gt;
Mission (Patrol)&lt;br /&gt;
It’s now time to hunt down the target factory, so D. is sent one jump into the unknown and flies a patrol. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M20: &lt;br /&gt;
Mission (Patrol)&lt;br /&gt;
Yet more information is needed! This time it’s two jumps into the unknown. Wing of 3 Ancients D type drones encountered.&lt;br /&gt;
&lt;br /&gt;
M21: &lt;br /&gt;
Mission (Clean Sweep)&lt;br /&gt;
Bad news! The Ancients D factory is sending in a strike fleet to destroy “factory A”. D. is sent three jumps into the unknown to wipe them all out and clear the way for the final mission.&lt;br /&gt;
&lt;br /&gt;
M22:&lt;br /&gt;
Mission (Bounty)&lt;br /&gt;
Fly four jumps into the unknown and kill the hostile factory.&lt;br /&gt;
&lt;br /&gt;
M23:&lt;br /&gt;
Mission (Cargo)&lt;br /&gt;
The war will still rage for years, but without A.D. helping it should settle down. And D. is given a cargo full of new guns and missiles to sell to the awaiting confed officer at the closest confed research station. **End of campaign. Win, reward schedule 1: lots of money, possibly new weapon**&lt;br /&gt;
&lt;br /&gt;
M24:&lt;br /&gt;
Mission (Scout)&lt;br /&gt;
Meet with a member of the (Concerned Citizens Against War?)  They wish to know more about Confed movements. Assigned a scout mission in local area. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M25:&lt;br /&gt;
Mission (Scout)&lt;br /&gt;
Preparing to transport some questionable goods, asked to scout another area to better gage resistance. Friendly encounter with confed, told to break off alliance or face consequences.&lt;br /&gt;
&lt;br /&gt;
M26: &lt;br /&gt;
Mission (cargo-contraband)&lt;br /&gt;
Some members of (CC) are wanted for “expressing their views” Asked to transport these political prisoners to a more secure location. Encounter confed interceptors told to hand over terrorists or die.&lt;br /&gt;
&lt;br /&gt;
M27:&lt;br /&gt;
Mission (cargo)&lt;br /&gt;
Now it’s time to refortify another base, so player is asked to transport  some weapons. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
C7:&lt;br /&gt;
Choice&lt;br /&gt;
Your contact reveals that they are actually working with Aera Clandestine Operations. Most of CC group remains loyal, but the more antagonistic factions have been infiltrated. Asks D. to join cause and take a more proactive mission. At this point player my chose to continue or run away (M28) and inform confed. (Goto M5 unless double agent path developed)&lt;br /&gt;
&lt;br /&gt;
M28:&lt;br /&gt;
Mission (Clean sweep)&lt;br /&gt;
Sent to clear system of confed presence while forces take over bases. Several Confed patrols encountered. **system handed over to Aera upon win**&lt;br /&gt;
&lt;br /&gt;
M29:&lt;br /&gt;
Mission (Scout –hostile)&lt;br /&gt;
Aera operatives need to insure that the takeover went as smoothly as it seemed. Scout a nearby system to insure no strike force is massing. If found eliminate it! Two small confed patrols encountered.&lt;br /&gt;
&lt;br /&gt;
M30:  &lt;br /&gt;
Mission (Cargo)&lt;br /&gt;
Nearby Aera system needs re-supply, take a load of goods and deliver it. Random encounters only.&lt;br /&gt;
&lt;br /&gt;
M31:&lt;br /&gt;
Mission (Bounty)&lt;br /&gt;
Time to take out local confed enforcer. Escort an Aera cap-ship and take out Confed cap-ship and it’s escort. Given a Cap-ship escort encounter Cap-ship and escort.&lt;br /&gt;
&lt;br /&gt;
C3 (Aera Leg):&lt;br /&gt;
Combat Choice&lt;br /&gt;
Stay with Aera goto M32; Join confed and take out Aera Capship goto M8&lt;br /&gt;
&lt;br /&gt;
M32:&lt;/div&gt;</summary>
		<author><name>Travists</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=AATFFW:Campaign_Tree/Flowchart&amp;diff=18400</id>
		<title>AATFFW:Campaign Tree/Flowchart</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=AATFFW:Campaign_Tree/Flowchart&amp;diff=18400"/>
				<updated>2011-12-02T22:46:44Z</updated>
		
		<summary type="html">&lt;p&gt;Travists: Created page with &amp;quot;http://i.imgur.com/A0oz9.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://i.imgur.com/A0oz9.jpg&lt;/div&gt;</summary>
		<author><name>Travists</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=VS_Fiction:Answers_and_the_Forgotten_Future_War&amp;diff=18399</id>
		<title>VS Fiction:Answers and the Forgotten Future War</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=VS_Fiction:Answers_and_the_Forgotten_Future_War&amp;diff=18399"/>
				<updated>2011-12-02T22:41:26Z</updated>
		
		<summary type="html">&lt;p&gt;Travists: Created page with &amp;quot;== Answers and the Forgotten Future War ==    '''Trigger''': Meeting on Atlantis regarding findings discovered during treatment form Luddite attack.  '''General Story Arc''': D. ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Answers and the Forgotten Future War ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trigger''': Meeting on Atlantis regarding findings discovered during treatment form Luddite attack.&lt;br /&gt;
&lt;br /&gt;
'''General Story Arc''': D. is contacted about anomalies in genetic structure and implants discovered during treatment following the Luddite attack just prior to UTCS. Informed that tech used appears similar to scattered finds throughout the galaxy belonging to a group known as the “Ancients.” Shortly after Andolian officer approaches D. about a freelance job scouting the location suspected of being where change happened. Finds various Ancient’s installations partly functional. Over course of several missions learns part of Ancient history and that Human/Aera war not entirely of own making.&lt;br /&gt;
&lt;br /&gt;
'''Resolutions/Rewards''': &lt;br /&gt;
1: New weapon for Confederation/Credits, gain to human relations&lt;br /&gt;
2: New FTL technology for Aera/Credits, gain to Aera relations&lt;br /&gt;
3: TO be determined/New technology available, gain to all relations&lt;br /&gt;
4:Shutdown ancient machine fostering wars/ free Ancient’s tech&lt;br /&gt;
&lt;br /&gt;
'''Mission Layout:'''&lt;br /&gt;
Name:&lt;br /&gt;
Type:&lt;br /&gt;
Pay:&lt;br /&gt;
Wingmen:&lt;br /&gt;
Objective(s):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[AATFFW:Campaign Tree/Flowchart|Campaign Tree/Flowchart]]&lt;br /&gt;
*[[AATFFW:Missions Overview|Missions Overview]]&lt;/div&gt;</summary>
		<author><name>Travists</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=VS_Fiction:PSAC&amp;diff=18398</id>
		<title>VS Fiction:PSAC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=VS_Fiction:PSAC&amp;diff=18398"/>
				<updated>2011-12-02T22:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;Travists: Created page with &amp;quot;This is a section for prospective Story Arcs and Campaigns for VS. Nothing here should be considered Cannon until it is actually included {{Wiki_Nav_Index}} *[[VS Fiction:Answers...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a section for prospective Story Arcs and Campaigns for VS. Nothing here should be considered Cannon until it is actually included&lt;br /&gt;
{{Wiki_Nav_Index}}&lt;br /&gt;
*[[VS Fiction:Answers and the Forgotten Future War|&amp;quot;Answers and the Forgotten Future War&amp;quot;]]&lt;/div&gt;</summary>
		<author><name>Travists</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Story_Elements&amp;diff=18397</id>
		<title>Story Elements</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Story_Elements&amp;diff=18397"/>
				<updated>2011-12-02T22:26:50Z</updated>
		
		<summary type="html">&lt;p&gt;Travists: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki_Nav_Index}}&lt;br /&gt;
*[http://vegastrike.svn.sourceforge.net/viewvc/*checkout*/vegastrike/trunk/data/documentation/IntroMonologue.txt?revision=8766 &amp;quot;A Dead Man's Ship&amp;quot; (A Deucalion Monologue)]&lt;br /&gt;
&lt;br /&gt;
*[[VS Fiction:Musings on Shared Memories|&amp;quot;Musings on Shared Memories&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
*[[VS Fiction:Dramatis Personae|Dramatis Personae]]&lt;br /&gt;
&lt;br /&gt;
*[[VS Fiction:Deucalion Bio|A Brief Biography of Deucalion]]&lt;br /&gt;
&lt;br /&gt;
*[[VS Fiction:PSAC|Prospective Story Arcs and Campaigns ]]&lt;/div&gt;</summary>
		<author><name>Travists</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=18032</id>
		<title>Development:Economy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=18032"/>
				<updated>2011-02-28T18:50:01Z</updated>
		
		<summary type="html">&lt;p&gt;Travists: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current situation and wish list ==&lt;br /&gt;
&lt;br /&gt;
Currently the economic system is quite limited (as far as playing the game has showed me). Only the player himself (or herself of course) is actually trading [[Cargo|goods]]. To create a more dynamic universe, the economy has to be extended in such a way that [[NPC]] (i.e. non-player characters, the computer-players) are also able to influence it. This will require quite some extensions. Ideas about a new economic system will be posted here and can of course be discussed.&lt;br /&gt;
&lt;br /&gt;
== Future economy ==&lt;br /&gt;
&lt;br /&gt;
The future economy should be more dynamic in the sense that not only the human player does trading, but the various computer players also participate. To create this, there are a number of changes required. Note that the changes described here are without any knowledge about the actual code, so there may be errors in this describtion.&lt;br /&gt;
&lt;br /&gt;
The first thing needed is an improved model for the demands and offers of goods on different bases and planets. A mining base e.g. would need a huge amount of food and mining equipment, while a medical base might supply medical equipment. An indication of this system are the different prices for goods on different types of bases/planets. Usage of these goods however is not build into the game. The first task, thus, would be to create a model which describes the usage and production of goods, resulting in not only increasing amounts of goods due to production but also descreasing amounts due to consumption. Depending on the consumption and current stock, the price of the goods should be determined. This change in price can off course be used as a way to fuel trade. There are however a number of problems which need to be addressed:&lt;br /&gt;
&lt;br /&gt;
1) Does a base or planet have a certain amount of [[Terminology:Credits|money]] at the start of the game and does the change with every purchase or sale or do they have an unlimmited amount of money. The major problem with the first option is that this can result in bases going bankrupt.&lt;br /&gt;
&lt;br /&gt;
2) Is there a limit to the amount of products e.g. a miningbase can produce as this will result in bases being abandoned when resources are depleted.&lt;br /&gt;
&lt;br /&gt;
The probable course to follow for these problems is to start with bases without any limits. Introducing limits will spawn the need to add the option to start new bases on e.g. asteroids with valuable resources, which is a large project itself.&lt;br /&gt;
&lt;br /&gt;
The main goal on this change is to provide a basic infrastructure to allow trading by NPCs. To achieve this the modal of a NPC has to be extended. They should be aware of prices on the different bases and should be able to figure out a nice trading route. This in itself isn't really hard as it's just calculating the [[profit per distance (or time)]] traveled of all known [[Cargo|goods]] and selecting the highest. Besides this parameters like the type of the goods (and thus the space usage), the amount available on bases, etc need to be taken into account.&lt;br /&gt;
&lt;br /&gt;
== Current Proposal ==&lt;br /&gt;
Reworking the Vega Strike Economy:&lt;br /&gt;
A Three-Fold Approach&lt;br /&gt;
&lt;br /&gt;
	After extended discussions, a potential dynamic economy has been developed. The proposed approach requires three areas of development. (Thread: http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10828)&lt;br /&gt;
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	The quest to make the Vega Strike economy dynamic and hopefully more realistic has been a long one. However, it seems to be nearing an end. Mid March of 2008 “Javier” Launched a thread to try to consolidate existing economic threads that where popping up about that time. Discussions stalled with out a definitive agreement on neither features nor scope. At the end of January 2011 “Travists” tried to revive the thread. A fairly rapid-fire series of posts followed, and a general consensus was reached early in February that same year. What was determined was that there are three areas that the economy needs include: the economy responds to its self, the universe responds to the economy, and the economy responds to major changes in the universe.&lt;br /&gt;
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	There are several points in this system that underlie the three parts of development. Any attempt at a realistic economy must include supply and demand dynamics. Also implied, is that the distance goods must be transported as well as the risk in that transportation influences the price. The price, availability, and faction deployment of ships and equipment depends on manufacturing sites and overall market conditions. The manufacture of goods causes prices to reflect the cost of the goods needed to make them. Manufactured quantities of goods changes with demand. Bases are simulated separately. Traffic patterns and trade levels change to indicate the current market. Factions and corporations can alter the economy by supporting various projects. A final tweak suggested is that there is a range of population densities, radiating out from core systems, rather than the current random distribution. These have several interplays leading to the three-fold approach.&lt;br /&gt;
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	Changes to the main VS program are needed for the universe to respond to economic changes. These include polling of the current economic factors in ship locations and numbers. When major economic changes evolve out of the simulation the news reports on it. The strength of factions is largely influenced by their economic standing. Likely also included here are the population distributions. There also needs to be developed for the program a routine to calculate present supply/demand levels. One of the major changes to the game is in the dynamic generation of the universe. That relates to the population distribution. At present, it is all random. To facilitate the dynamic economy being usable each faction needs a homeworld. Populations than diminish as you go outward from them. Another change to the universe populating process needs to look at the number of habitable planets in a system, asteroids and nebulae to determine population and what base types there are.&lt;br /&gt;
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	The economy needs to be set up for internal responses. Ships produced at shipyards and parts at factories likely falls in here. The economic database needs an entry for each base containing each good and its interrelationship with other goods. Changes in costs radiate outwards from the affected base. After much discussion the best way to do this is generally agreed to be a flow rate number crunching system rather than simulating every ship needed to account for the transfer of goods. Also included in here are the data and coding changes for population distributions starting costs, and availability/cost of ships and upgrades being based on the location of production facilities. Should the population be set up to be fluid, then economic levels would drive any significant changes. Such population changes also would change the demand for goods. Clearly, much of the dynamics of the dynamic economy happens here.&lt;br /&gt;
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	There are also many ways that the economy needs to respond to the program. The destruction or heavy damage of a base would change the availability of the goods that that base produces and may increase the local need for medical and construction supplies. Should a faction take over a base than production shifts to reflect that factions goods. Disasters also may be triggered changing needs. Basically anytime something happens in game that would logically change the cost and/or availability of goods, ships, or parts needs to be responded to.&lt;br /&gt;
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[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Travists</name></author>	</entry>

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