Difference between revisions of "Trading System Design"
(→The Design) |
(→The Design) |
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Line 15: | Line 15: | ||
* Cargo groups | * Cargo groups | ||
+ | ** Price modifiers for cargo groups | ||
* Planet types | * Planet types | ||
+ | ** Modifiers for planet types | ||
* Price formulas | * Price formulas | ||
* Availability modifiers | * 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. |
Revision as of 20:50, 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
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