Advanced shops:
Allow us to do the following:
-Set which items are allowed to be traded, bought, sold or both bought and sold.
-allow us to set our own selling/buying amounts for the items we are trading.
-allow us to give diffrent prices for faction, allies, nutral and enamys.
-let us set limits on how much of an item a shop will buy.
-if the above is not set then the shop will do whatever the current default is.
-I think the Advanced shops will work well with the crafting Idea which is why I put them together.
Crafting:
Recipes have different efficiency ratings
common = 1 - 50%
uncommon = 51 - 100%
Rare = 101 - 150%
Super Rare = 151 - 200%
Common could be purchased at shops. Uncoomons can be looted from Isanth IV AI ships or pirate stations. Super Rare could only be looted from "Fortified Pirate stations" or "Pirate Battle Ships" (this goes back to what was talked about in the last Q&A)
Recipe Efficiency would coincide with how many of the given resources are required to produce an item. ALL recipes should require specific materials (or amount of cubatoms) each item would have a "base" cost which would be the 100% efficiency. Recipes would then have a certain random chance of getting a higher or lower percentage based on their grade. for example if a recipe at 100% (uncommon) would take 10 black hull, then a recipe at 50% would require 20.
Recipes would only have a few levels to gain but would depend on the type of item. for example lesser items (maybe those used to craft more advanced things) might have 10 levels while others that are more valuable can only go to level 3 or 4. This would all depend on the balance of resources.
Pros of the system include:
Need to explore to find really good recipes
Factions will have different recipes at different grades. This could promote trading and or fighting to take them. (assuming the faction system talked about in last Q&A gets implemented)
Crafting and the Economy could be balanced more easily unlike with the current and completely random system.
Cons of the system include:
-The low probability of getting the recipe you want at a good Efficiency (should likely not have recipes for junk items like dirt unless they are needed for other better recipes)
-Factions, Pirates and other systems this would rely on have only been discussed and have not been implemented.
-Could be worse than whatever is currently planed (but who really knows)
What does Everyone think?
Allow us to do the following:
-Set which items are allowed to be traded, bought, sold or both bought and sold.
-allow us to set our own selling/buying amounts for the items we are trading.
-allow us to give diffrent prices for faction, allies, nutral and enamys.
-let us set limits on how much of an item a shop will buy.
-if the above is not set then the shop will do whatever the current default is.
-I think the Advanced shops will work well with the crafting Idea which is why I put them together.
Crafting:
Recipes have different efficiency ratings
common = 1 - 50%
uncommon = 51 - 100%
Rare = 101 - 150%
Super Rare = 151 - 200%
Common could be purchased at shops. Uncoomons can be looted from Isanth IV AI ships or pirate stations. Super Rare could only be looted from "Fortified Pirate stations" or "Pirate Battle Ships" (this goes back to what was talked about in the last Q&A)
Recipe Efficiency would coincide with how many of the given resources are required to produce an item. ALL recipes should require specific materials (or amount of cubatoms) each item would have a "base" cost which would be the 100% efficiency. Recipes would then have a certain random chance of getting a higher or lower percentage based on their grade. for example if a recipe at 100% (uncommon) would take 10 black hull, then a recipe at 50% would require 20.
Recipes would only have a few levels to gain but would depend on the type of item. for example lesser items (maybe those used to craft more advanced things) might have 10 levels while others that are more valuable can only go to level 3 or 4. This would all depend on the balance of resources.
Pros of the system include:
Need to explore to find really good recipes
Factions will have different recipes at different grades. This could promote trading and or fighting to take them. (assuming the faction system talked about in last Q&A gets implemented)
Crafting and the Economy could be balanced more easily unlike with the current and completely random system.
Cons of the system include:
-The low probability of getting the recipe you want at a good Efficiency (should likely not have recipes for junk items like dirt unless they are needed for other better recipes)
-Factions, Pirates and other systems this would rely on have only been discussed and have not been implemented.
-Could be worse than whatever is currently planed (but who really knows)
What does Everyone think?