|
Post by MTKnife on Mar 15, 2011 16:03:59 GMT -5
I like piling up cash in the game, but it would be nice to have awards for different amounts of cash, getting a certain amount in a given time, and so on--that would be great for Merchants and Smugglers.
|
|
|
Post by Cory Trese on Mar 15, 2011 16:08:34 GMT -5
Happy to add them. Which levels? I do not really think 100,000 is worth an award, but 500,000 on Insane is impressive.
Tell me where you guys want to set the bar. My best Captains? =)
|
|
|
Post by MTKnife on Mar 16, 2011 2:06:51 GMT -5
Maybe, but getting to 100,000 quickly--or even to 50,000--is probably worth something. Making more than 25K, 50K, or 100K in one visit to the Exchange might also be a good award.
|
|
spike
Exemplar
Posts: 360
|
Post by spike on Mar 16, 2011 5:26:35 GMT -5
Heh heh I thought this meant selling in-game Unlocks for real-world money. I wouldn't mind that, I'm keen to find new ways to send real cash to Trese Bros. As long as it's still feasible to get the Unlocks in-game, so you're just spending money to save time.
If this breaks the Iron Code of The Android Developer, I fully understand and respect that.
|
|
|
Post by oldalchemist on Mar 16, 2011 9:48:51 GMT -5
I'm not crazy about the 'quickly' awards. They seem to require disposable new captains.
How about "get a million credits and hold onto it for a decade." That's a retirement unlock.
|
|
|
Post by slayernz on Mar 16, 2011 17:21:45 GMT -5
I like the holding on to x number of credits for a decade, or maybe to earn x amount of credits in exchanges (proper buy/sell activities) if you are a merchant. That might be a pain in the butt to code though because I'm guessing right now, there is no method of tracking the source of credits that make up your hoard.
|
|
|
Post by Cory Trese on Mar 17, 2011 20:19:57 GMT -5
slayernz -- what about "50,000 in one trade" and "100,000 in one trade" and "200,000 in one trade" awards? oldalchemist -- I like the "million credits for a decade" spike -- I will have to review the Iron Code, I can't remember if that is listed or not.
|
|
|
Post by slayernz on Mar 17, 2011 23:34:52 GMT -5
Dunno about the one-off trades because it seems more luck (you've hit the right rumor) than skill. Sure there is a skill to being able to explore or harvest and build up a cache, but then if you have a couple of hundred units of Ancient tech in a planet cache, and have a freighter, then 200k worth of credits can be gained pretty easily. If you are lucky enough to find an Ancient tech shortage rumor, then you can probably retire with the earnings. 1 million credits for a decade on Demanding or Crazy could be a great challenge. 1 million credits for a decade on Demanding WITH 2 Wanted flags would be even more fun On one lucky game I got a million credits while still flying the Vae Victus. Of course the Captain's dead now - that was the one I got upset about with the instant hull breach attack
|
|
|
Post by Cory Trese on Mar 18, 2011 4:28:54 GMT -5
slayernz -- I think you might be overlooking the "new player" experience just a tad. You did just describe racking up 200,000 credits on demanding as "luck" which, lets be honest ... that is not luck. You are now pointing at your skills and being like "managing harvest, cache, cargo, trade, permits, shortages, crew and calendar is luck." I get e-mails from new players who accuse the game of cheating, stealing their phone minutes and being impossible to win ... but none of them have ever said "getting money, big piles of it, just requires luck." My translation (loving) of your post: "I think your puny 200K award is for newbs. Anyone can walk in off the street and get 200K. How about we set the bar so high that it requires real effort. Like, the kind of effort that a true member of the True Blue Cadar Elite Torpedo Death Squad puts out."
|
|
|
Post by Cory Trese on Mar 18, 2011 4:31:27 GMT -5
OK time for bed now being silly on the forum. slayernz -- I was trying to be funny. I think these awards ideas are good, and no one is going to complain if we had 5 new ones instead of 2 (iHope?)
|
|
|
Post by oldalchemist on Mar 18, 2011 10:16:50 GMT -5
A merchant that relies on luck is called pirate bait.
Is there a way to 'encourage' a shortage or a surplus through player actions? Caching tons of a particular good for a long period of time ought to boost the odds that it becomes short (slightly). You're taking it out of circulation. By the same token, selling a lot of one thing in one place ought to create a glut. (This is going to hurt explorers who cash in on the relative safety of the Javat Mining Camp because the more Artifacts they unload in that same exchange, the more likely it is that the exchange will develop a surplus. Of course, smart explorers will buy it back and cache it) Maybe the exchange's rating affects how likely it is that short term market flux will affect it. Someplace with a highly rated exchange is armored against shortages and surpluses.
|
|
|
Post by Cory Trese on Mar 18, 2011 13:14:37 GMT -5
Yes, the game does take into account the player's actions, however, I avoid making any direct action-reaction choices because I have found that the players of this game are far to clever and are quick to notice exploitable (not fun) game elements. I am working on some suggestions by spike and oldalchemist that will provide better action-reaction type feedback for trade/supply interactions. For example -- Ending Shortages For Rep (Merchant.) A terrible clothing shortage in Rychart Prime has left the entire Palace without the Spring line of new hats. With an economy of 8, Rychart Prime needs at least 64 cargo tonne of Clothing. The Merchant who gets credit for breaking the shortage will be remembered as the "Captain who Saved the Spring Hat Festival back in 73.42AE!" But, if you are selling Metals to a Military World under Metal Shortage then it would take a lot more than 64 because the economy type has a 80% Metals consumption rate.
|
|
|
Post by slayernz on Mar 18, 2011 22:11:45 GMT -5
I don't mind being mocked. My Cadar rank (albeit with massively negative reputation at the moment) teaches me to turn the other cheek until I can get my reputation positive enough to buy more Cadar torps. I acknowledge that doing the explorer thing and carefully cultivating a large cache of stuff, then hunting through rumors for the right "shortage" rumor is skill. I guess I've been eyeball deep in ST playing that I forget that I've actually learned stuff during that time It certainly would be impressive for a newbie to get a 200k sale in the exchange. Heck, even 50k revenue is a challenge in that case. Chuck in more awards - it keeps us all happy chasing our tails trying to win them
|
|
|
Post by oldalchemist on Mar 21, 2011 11:33:02 GMT -5
I think you've got a bunch of cool 'new player' awards right now. Once somebody earns all the awards in the current list, they're no longer a 'new player.'
Dark Nemesis is a great award because it's tricky to earn. I doubt anyone grabbed that award on the first try.
Too many easy awards will make the game feel like a Skinner Box Walkthrough and make individual rewards less interesting.
My suggestions: -More awards on Crazy or higher difficulty. -More awards that can be earned by experienced captains. -More awards that either lead to retirement or require risks likely to kill the captain.
|
|
|
Post by slayernz on Mar 21, 2011 14:47:27 GMT -5
I tend to agree with the hat-man. How about * getting to rank 18 in 3 factions on Demanding * getting -1000 reputation with two factions in Crazy
I did like the award for "Do a successful Exploration of a Level 20+ planet". It would be good to expand on this ... * Do 5 successful explores of a Level 20+ planet on Demanding
It would be soooo cool to have an award: * Lose 1000 crew to exploration or harvest missions on Crazy. Unlock = there will always be at least 20 potential crew at every spice hall.
And you can do some nice shiny new newbie awards too
|
|