Blanacing Gameplay and Economics

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    • Legacy Citizen 2
    • Legacy Citizen
    Got a few ideas, ill create thread for all of them depending on the response to this one.

    Overview

    This is all about making the same more of a game, since atm everyone is doing the same thing, spawn => kill npc base => money => derp about in space with no real motivation...

    The following points are submitted as a single idea but broken into sections, i feel the cohesion between the points would allow for a better game

    Suggestions

    1. Give control in to adjust the sum-total worth of NPC space station loot (aka, make it so they drop between a min-max value say 10,000 and 40,000 for example), this would be used when generating the random loot for the base.

    2. Give each block a XML directive to control the likely hood of it appearing in a NPC ship or space station, that way you stop getting pirate ships full of shields that would have otherwise saved their lives... derpy pirates; no engineering skills... anyhow, shields/hull/etc i feel should be salvaged from the attack not freely dropped in space.

    3. In the same vein as (2) give a directive to control the quantity for each item that a ship/station might hold. Mainly to prevent finding 300 faction modules in one place. It would also allow for more sensible things like finding 300 of a given hull but only 3 or 4 ship modules.

    Rational:

    1 - help throttle back some of the economic issues a bit.

    2+3 - add a sanity layer to the item spawns also would allow (in conjuction with existing settings) to have some items t be found-only (InShop = false, maybe prevent crafting? or maybe not the latter...) some items only found on pirates.

    Thoughts

    This could all still work in conjunction with the CHEST_LOOT_COUNT_MULTIPLIER et al settings in server.cfg as modifiers applied after/during the generation to give last-mile fine tuning.