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Post by grävling on Feb 28, 2017 16:12:11 GMT -5
Is this impoverished place supposed to exit in ST2, or an indication of procgen problems? I don't know where they found the cash to buy 50 units of grain from me, but I took all the vudka they had made off their hands as well as some fertiliser and pesticides, so I know they aren't absolutely destitute now. Can places like this improve? If I keep bringing them all the grain they can handle will they grow to be able to handle more, and make more vudka?
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Post by grävling on Feb 28, 2017 16:30:49 GMT -5
I also just got a mission here. So and So's Secret message. When I arrived, it said that we met in a bar in the spice district, to make the handoff. As far as I know, they don't have a spice district ...
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Post by Deleted on Feb 28, 2017 17:19:07 GMT -5
grävling , in .25, I had a package pickup in a spice hall. Was cool except it was a wilderness zone.
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Post by fallen on Feb 28, 2017 17:20:06 GMT -5
Yep, known issue with a number of the pre-alpha missions.
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Post by grävling on Feb 28, 2017 17:24:27 GMT -5
But this poor a place is allowed to exit? and can I improve it if I do a lot of business there?
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Post by Deleted on Feb 28, 2017 17:30:22 GMT -5
But this poor a place is allowed to exit? and can I improve it if I do a lot of business there? This would be a very nice thing to do. Profitable too. One might could even get a holiday named after them. Yeah. Yeah. "Captain Vega Day"
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Post by Cory Trese on Feb 28, 2017 18:19:56 GMT -5
I dunno. What do you guys think. Should we have these types of Zones? Or should the Proc Gen abandon them and convert them to wilderness?
I suspect this one is just on the edge of survival in the proc gen.
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Post by bookworm21 on Feb 28, 2017 18:25:13 GMT -5
But this poor a place is allowed to exit? and can I improve it if I do a lot of business there? This would be a very nice thing to do. Profitable too. One might could even get a holiday named after them. Yeah. Yeah. "Captain Vega Day" Just saw 'Captain Vega' in a very old Templar Assault Google Play screenshot...
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Post by grävling on Feb 28, 2017 18:44:23 GMT -5
I am getting attatched to that little independent world. I think I managed to give every person in the place their own power generator, manufactured on a different and much more prosperous Indie world, at a lovely profit for somebody who cannot afford much in the way of trade permits (yet). As a House or Syndicate world, though, I think it would be an embarassment to me, were it one of mine ...
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Post by ChocoCrowbar on Feb 28, 2017 19:01:04 GMT -5
I actually like these worlds, even if they have nothing. It might be a world about to go into wilderness, or a group of settlers starting out.
Not every planet should be a livable utopia.
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Post by Brutus Aurelius on Feb 28, 2017 19:03:21 GMT -5
I actually like these worlds, even if they have nothing. It might be a world about to go into wilderness, or a group of settlers starting out. Not every planet should be a livable utopia. It's an example of the kind of stories that procgen can create. And one player might see it as a dying colony, where wild plants are overgrowing abandoned structures, or a brand new colony, where every building is still a prefab.
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Post by Deleted on Feb 28, 2017 23:40:52 GMT -5
To see a story in a world such as this is a good thing. After all, playing this game is "living" out a story line that is continuously unfolding in our minds. But a story is progressive. It continues to grow and develop, else why read the story? We can influence galactic wars. We can dynamically buy and sell goods in market exchanges. We can live and die in the harsh vacuum of space. But, if we cannot actually impact the state of a planet such as this, then there really no story in it. It's a prop. I'd rather the zone be a wilderness than an un-story.
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Post by fallen on Feb 28, 2017 23:45:03 GMT -5
To see a story in a world such as this is a good thing. After all, playing this game is "living" out a story line that is continuously unfolding in our minds. But a story is progressive. It continues to grow and develop, else why read the story? We can influence galactic wars. We can dynamically buy and sell goods in market exchanges. We can live and die in the harsh vacuum of space. But, if we cannot actually impact the state of a planet such as this, then there really no story in it. It's a prop. I'd rather the zone be a wilderness than an un-story. Interesting perspective. We have a very different idea of what story will be within Star Traders 2. Story is not made by using your Star Traders ship to change the economic values of a zone by trading grain there. That just seems like grinding to me. Story is personal, it is about people, their relationships, their conflicts, and their deaths. Story is about the Captain and the people he or she surrounds himself with, their challenges, loss, and victories. Its about the great grinding machination of the Factions, the secrets of the Templars, the rise of the Shelgeroth, the next great xeno invasion. It is about the legendary pirate you chase halfway across the galaxy, or the son of the Prince who is captured and held by the Hunna for ransom. Trading grain definitely does not make a story, nor will it make story appear in this zone. You'll just see a different integer on the "prop". Looking forward to releasing the first story arcs into ST2.
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Post by grävling on Mar 1, 2017 4:13:48 GMT -5
But it might be nice if one of the stories you could get is a message from the leader of a place like this, asking for help, which could be measured in trade goods. People are sick and dying, we need advanced medicines, quickly! Get them some in time and watch the place grow as you visit over the ages. Arrive too late, and it is a wilderness zone ....
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 1, 2017 14:44:08 GMT -5
I see what you mean, fallen , but I think what you describe is leaving out people who just want to be simple Merchants who are making a difference locally. But I understand that you cannot cater to everyone. Love grävling 's suggestion. It's similar to the delivery contracts in STRPG, with more fleshed out scenario. I'd love to see the progression-over-time of colonies as people have described, but I doubt that's within scope/budget. If there is no progression-over-time, I still it's worth keeping a world like this. Just adds more dimension and diversity. I can understand that it may be annoying to some players to have a "useless" world like that, but it will be fine once people can add notes to planets. Separate question: Does low Econ rating limit the max volume purchased or max price paid for wanted goods?
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