X basically just gave you a 'highest price to accept' and 'lowest price to accept' variable and swung between them based on stock levels. It worked for the most part.
That'd probably be an easy way to go about it yeah. if we want to go absolutely bonkers, you could also tickbox accepted goods and have the market system take the mean price from recent global transactions.
Ah, another trick to steal from the X games, the ability to make the price flexible, so...
My first thought had indeed been to just modify the existing shop. Then I considered it may make the UI a mess, and make the existing trade guild shops a pain to reorganize. I like the idea of them having a constantly shuffling stock as things are bought and sold, but that'd be hell for new...
Gonna throw this out here as an addition. Such a beam could probably also be used to construct stations from a design in some fashion, allowing something like a 'fleet->build station', command. Could make setting up gate networks far less of a hassle.
While the shop system as is is fairly functional, I feel like a separate system using linked cargo and indefinite buy/sell orders could create opportunities for more trade gameplay and even ease player interactions to some degree.
A market, as opposed to a shop, is linked to physical cargo...
The idea was moreso to avoid needing to manually dock each and every ship beforehand, and to allow a form of sorting of what ships should use which pickup points. It is possible as is to build rails from the shipyard to the docked carrier, then transfer the carried craft and shoot it off a...
I know that a lot of this stuff is probably already in the pipe, but I had some thoughts on how to make carrier management fairly intuitive.
The basis of this is on two blocks: Carrier Rail, and carrier Rail Attachment. Some of the functions might be workable into existing rail blocks instead...
Hullo. have been playing on MDU for a...week-ish, now?
Hasn't been too lively but I don't mind the quiet for now. Have taken the liberty of doing some upgrades on the spawn dock. ;)
(Do rails need public permission modules? Will adjust if so.)
Have read the MotD. Not sure if any new rules are...
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