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Post by oldalchemist on Mar 21, 2011 10:54:22 GMT -5
You get airlocked? I thought they just cut all ten of your ears off.
First Mate ought to pop up a warning about surrender if you're unlikely to survive it.
"Are you sure you want to give up, sir? They've got orders to kill everyone on the ship including you. We might as well go down fighting."
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spike
Exemplar
Posts: 360
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Post by spike on Mar 29, 2011 11:36:13 GMT -5
I get very few e-mails for "I want a manual of the economic simulation sub-system in your game so I can exploit shortages." I want a manual of the economic simulation sub-system in your game so I can exploit shortages. Please. PS. No rush.
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Post by Cory Trese on Mar 29, 2011 13:07:30 GMT -5
spike -- Awesome. That's one thing that scares me about this 4X game is the number of "how does the economic system work" e-mails it WOULD generate =)
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Post by oldalchemist on Mar 29, 2011 14:13:39 GMT -5
It works just like it works in real life:
Nobody really knows. Random things affect it. People panic and buy or sell based on rumors and luck. People who get lucky claim that they have skills, but really just gang up to protect their interests against the unlucky. Folks lie, cheat, and steal because the only sure-fire move since the beginning of time has been to take something someone else has. Everybody dies chasing the questing beast.
Look, I just want free drinks when I break a shortage.
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Post by Cory Trese on Mar 29, 2011 14:28:03 GMT -5
lol. added to the list.
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spike
Exemplar
Posts: 360
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Post by spike on Mar 29, 2011 15:06:29 GMT -5
How about some Rep gain when I end a Shortage or a Surplus? As a consolation prize for all that extra money I'm not going to make. Or at least a Thank You note from the Minister of Commerce.
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Post by Cory Trese on Mar 29, 2011 15:10:31 GMT -5
I will add a rep bonus to the ones with lower profit margins perhaps?
Shortages run from 0.7x to 8.4x in price, so maybe when they're a low-end shortage ending them generates reputation? seems like ending a shortage of metals would generate rep but ending a shortage of plants (on a military world) ... oh dear this just got complex in my mind.
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spike
Exemplar
Posts: 360
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Post by spike on Mar 29, 2011 15:14:05 GMT -5
Surely a Shortage is a Shortage. If there's a Shortage, it means that world needs more of the stuff than it can get, so if you supply so much that the Shortage ends, they will be a Happy Planet. I don't think you need to discriminate by the type of goods and type of planet, just keep it simple. Obviously excluding Contraband items and Records since there is already Rep given for those.
Similarly, Surplus means they want to get rid of the stuff. Well OK, maybe no Rep bonus for ending a Surplus.
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Post by oldalchemist on Mar 30, 2011 11:16:57 GMT -5
I don't know that the whole faction would like you more for ending a shortage, but the folks of that particular planet should. That's why I'd like to see free drinks rather than a rep boost. If I'm an intergalactic terrorist to the Rycharts, they're really not going to change their opinion of me just because I put hats on some backwater planet. If I'm Javat Superman, and I hook them up when all their office ferns are dead, they're not going to think I'm cooler now than when I blew up half the Cadar fleet during the last solar war and sold them pictures of a Steel Song prince in a pretty pink dress.
To sum up: I like free drinks and making fun of the Steel Song ruling class...what was my point again?
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Post by pokerjunky on Dec 11, 2012 1:37:42 GMT -5
The game uses economy types, economy rating, distance to nearest Faction friendly, distance to nearest Faction hostile (Conflicts), rumors, rumors on nearby worlds. You're the first person to ask, but here are the types of economies in Star Traders RPG: // econ types public static final int ECON_TYPE_OUTPOST = 8; public static final int ECON_TYPE_MINE = 7; public static final int ECON_TYPE_REFUGE = 6; public static final int ECON_TYPE_MILITARY = 5; public static final int ECON_TYPE_CRIMINAL = 4; public static final int ECON_TYPE_ARGO = 3; public static final int ECON_TYPE_MANUFACT = 2; public static final int ECON_TYPE_CAPITAL = 1; public static final int ECON_TYPE_SURV = 0; There are grades of these based on population type, ranging from "Civilized Faction Capital" to "Fringe Independent 14 AU Distant" which serve as modifiers to the economy types. Level 6 to Level 0. The economic condition is measured on a scale from 0.0 to 11.0 and can go to -21.0 and +121.0 due to rumors, Conflicts, Events, Trade Volume, Combat and completed Contract counts. This is a sliding scale maintained over time and almost all Rumors impact it. Classic example -- check the availability of Metals following a long Stardock closure on ECON_TYPE_MANUFACT. Watch nearby mining colonies for Metal Shortages during Conflicts between Syndicate and House around ECON_TYPE_MILITARY. There are around 200 conditional sub-rules for this type of action in ST RPG right now. =) Each of the resources has 4 scales from 0.0 to 11.0 for each of the 8 econ types -- availability, desire, production and tax. mind = blown
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Post by Cory Trese on Dec 11, 2012 1:43:47 GMT -5
you can now see an approximation of the economy type in the Docked interface, right above the list of "star" ratings.
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Post by pokerjunky on Dec 11, 2012 16:02:15 GMT -5
i see it now. i am increasingly impressed by the subtle interaction of events, like stardock closures and conflicts affecting metal availability in the region. i read on another thread that after a product is banned, merchant ships coming off the planet will be packed with it and ripe for piracy. now that i am looking for these deeper patterns i am seeing more of the cause and effect. this might give me those little edges that can get me from insane to impossible.
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Post by fallen on Dec 11, 2012 16:22:16 GMT -5
pokerjunky - glad you are enjoying the subtly and depth of Star Traders. There is almost always more going on than meets the eye! In my experience, those edges are all that make impossible ... semi-possible! Hope you will share more of your discovers with the forum, your friends and network!
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Post by Cory Trese on Dec 11, 2012 23:03:16 GMT -5
Exactly! Impossible is tuned to require the Captain to squeeze advantages from every corner and screen of the game
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Dec 17, 2012 9:26:09 GMT -5
This thread is a gold mine!
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