Difference between revisions of "Trading System Design"
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*** One item per defined time could be nicer to look at, but harder to implement? | *** 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. | ** Consumes [wares] - means the object (planet, ship or station) consumes defined number of items per day. | ||
− | *** If failed should disable defined availability modifier | + | *** If failed should disable defined availability modifier. This allows for production only if required raw materials are provided. |
+ | *** Would re-enable the availability modifier only when required enabling modifiers are met. I.E. if ore runs out no more steel is produced until more ore is delivered. If oxygen runs out no more steel is produced until more oxygen an a new batch of workers is delivered. | ||
*** Should allow defining more than one ware with individual number. | *** Should allow defining more than one ware with individual number. |
Revision as of 21:01, 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:
- A dynamic universe in which player can leave its mark
- Great fortunes made on opportunity Trades, and Blockade breaking
- New possibilities for mission generation and AI opportunities
- Killing entire factions by disabling "one minor trading route"
- Saving entire base population by delivering a critical O2 package in time
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. This allows for production only if required raw materials are provided.
- Would re-enable the availability modifier only when required enabling modifiers are met. I.E. if ore runs out no more steel is produced until more ore is delivered. If oxygen runs out no more steel is produced until more oxygen an a new batch of workers is delivered.
- 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