Special edit: reed this before voting!! Only choose the last option if you don't care about this post, and just thought you'd say you stopped by. Don't do it "just because", even though it may seem fun to do.
The idea
My idea is simple: there should either be a preset, and/or multiple config options to achieve to same, for making crafting necessary.
The preset is simple: instead of selecting sandbox as gamemode you would select this gamemode (I don't want to go into names, they just cause problems):
Edit: I totally forgot the config options! It basically should be so that everything above also can be changed in the server config.
Another edit: The sections in italics are about the missions. Missions are planned, and this is just how I would use them in the "crafting gamemode".
Yet another edit: Clarification on how shops will work:
When you first visit shops, they will have only certain types of blocks for sale. When the traiding guild restocks the shops, they make sure that the max limit of items for sale isn't passed when they leave again. That means that they will also take blocks with them. Some block types won't be for sale at all, others will have their stock size reduced (not the max stock size, that remains the same).
Some blocks shops just will never buy. These blocks will be the block types that are common in spacestations (hull, glass, etc.). There will also be certain blocks shops will never sell (ore, shards and their capsules). The intermediate crafting blocks also will be uncommon in shops.
New ideas that will hopefully make the game interesting and balance things out:
The more items of a certain type you sell, the less you will get for those items. These reduced prices will go up a bit (amount depends on block) every time the traiding guild restocks the shop. These reduced prices aplly to all the shops, but the further away a shop is from the shop at which you sold the items that caused the reduced price, the higher the reduced price will be, until eventually the price is normal again.
Same type of rule applies to buying: the more you buy, the higher the prices get. Also spreads out to nearby shops.
Sometimes there will be an "enormous block overflow" and that block will cost a lot less, but it will get you less when you sell it. This will happen quite often, and sometimes to multiple blocks at once. This only last for a limited amount of time. Rarer will be the "enormous block shortage". This will only happen to one block at once, so keep your eye out for them. When this happens the block will cost a lot, but you will gain a lot when you sell it. The time this lasts is shorter than the block overflow. With both of these events this rule applies: the more blocks are sold, the lower the prices get. The more blocks are bought, the higher the prices get.
These events apply across certain areas at once, but not the whole universe.
The idea
My idea is simple: there should either be a preset, and/or multiple config options to achieve to same, for making crafting necessary.
The preset is simple: instead of selecting sandbox as gamemode you would select this gamemode (I don't want to go into names, they just cause problems):
- Shops won't sell or buy anything in the beginning, and once they do, they will have a lot less items to choose from, and they will be rarer. The stock capacity gets lower depending on the value/price of the item. Shops also won't sell you or buy ores, shards and capsules, but they will buy or sell you all the other items. They will not, however, buy items that are common in the default space stations (so hull, glass, lights, etc).
- The only way to get credits (in the beginning) is to do missions you can get from npc's, which will spawn at almost every station. Missions are random, the descriptions will be presets but the missions will never be the same, because the enemies you will face will be random (and the location too).
- There will be multiple types of missions, including, but not limited to: mining, transporting, defending, fighting, exploring and diplomatic (once there are more npc factions).
- Doing missions gains you reputation. Once your reputation is high enough, you will be able to sell or buy items from or to shops. You also unlock harder but more rewarding missions at higher levels.
- The higher you reputation, the more pirates will attack you, and the stronger they will be. The occasional way weaker pirates will run away (same will apply completely or partially to upcoming hostile npc factions, or to npc factions that became hostile).
- You will have a new computer, which just is a computer, and is needed to access the in-game map. That means that you won't have access to it when you start, but you will, however, still have all the waypoints displayed, but they just will be called "sector", and you won't know the coördinates of that sector. You also will still see nearby objects in a menu screen, and you will be able to select them.
The spawn sector will be random (but not in a -, -, - sector).
- (Edit: price was exaggerated, it is lower, and dynamic prices are yet to come). Shops won't buy faction modules
(they cost about two million each,we don't want people solely creating them would we now!) - Missions will have difficulty levels which will be told to you before the mission starts. Some, however, will have an unknown difficulty level. Those will be rare but rewarding, about twice as much as missions of the same difficulty level normally would get, maybe even a lot more. The higher the difficulty level the more you'll get. The difficulty levels will be something like this, in order from easiest to hardest: simple, easy, normal, hard, extreme, impossible.
- Some missions will have requirements, so you will have to build the right ships, and you will have to make trade-offs sometimes, because you will have a maximum and minimum amount of blocks of a certain type or types for these missions. An example of a trade-off: you need at least 500 blocks modules in your weapon system on your ship, maximum is 750, and effects and slaves are counted too, but not computers. Or: you only are allowed a maximum of 1000 weapon modules, effect modules, shield capacitors and shield regenerators in total on you ship.
- You will still have your weapon, power supply beam and healing beam available. This might change if there is a way to craft all of those, and the power supply beam can be crafted without power (so in your personal crafting inventory).
- Edit to the "random spawn sector" part, this is its replacement: The player will spawn on a planet which has a minimum radius of 200. This planet will have a plex undeathinator (you spawn next to it).
- In multiplayer, there will be an option to create a central station from which players can form teams to play together (also known as factions ). They will be teleported to a planet with a radius of at least 200 and the planet has to be new (never loaded/edited (parts salvaged/placed) before). There will be a certain distance between groups (a couple of sectors apart). Players can also choose to create a one player "group".
Edit: I totally forgot the config options! It basically should be so that everything above also can be changed in the server config.
Another edit: The sections in italics are about the missions. Missions are planned, and this is just how I would use them in the "crafting gamemode".
Yet another edit: Clarification on how shops will work:
When you first visit shops, they will have only certain types of blocks for sale. When the traiding guild restocks the shops, they make sure that the max limit of items for sale isn't passed when they leave again. That means that they will also take blocks with them. Some block types won't be for sale at all, others will have their stock size reduced (not the max stock size, that remains the same).
Some blocks shops just will never buy. These blocks will be the block types that are common in spacestations (hull, glass, etc.). There will also be certain blocks shops will never sell (ore, shards and their capsules). The intermediate crafting blocks also will be uncommon in shops.
New ideas that will hopefully make the game interesting and balance things out:
The more items of a certain type you sell, the less you will get for those items. These reduced prices will go up a bit (amount depends on block) every time the traiding guild restocks the shop. These reduced prices aplly to all the shops, but the further away a shop is from the shop at which you sold the items that caused the reduced price, the higher the reduced price will be, until eventually the price is normal again.
Same type of rule applies to buying: the more you buy, the higher the prices get. Also spreads out to nearby shops.
Sometimes there will be an "enormous block overflow" and that block will cost a lot less, but it will get you less when you sell it. This will happen quite often, and sometimes to multiple blocks at once. This only last for a limited amount of time. Rarer will be the "enormous block shortage". This will only happen to one block at once, so keep your eye out for them. When this happens the block will cost a lot, but you will gain a lot when you sell it. The time this lasts is shorter than the block overflow. With both of these events this rule applies: the more blocks are sold, the lower the prices get. The more blocks are bought, the higher the prices get.
These events apply across certain areas at once, but not the whole universe.
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