Difference between revisions of "Trading System Design"

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(The Design)
(The Design)
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 21:50, 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


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.