- Joined
- Dec 19, 2015
- Messages
- 48
- Reaction score
- 21
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 blocks and can only hold what it has space for.
Within its interface, the owner can set up an order to buy or sell specific items at specific costs. As well, a limit can be set on the 'buy' side. So long as there are products to be sold, or less than the set amount of products to hold in stock, the order will be 'active.' (the space for all buy orders should be 'reserved' to prevent a situation where products clog and prevent purchases)
In such a way, stations could be set to buy resources, have them pulled from the market, processed, and resold as products. By supplying the market block with starting credits, a player could both provide a service not requiring their personal intervention, and generating them a passive income.
Such market orders should probably be linked to a menu with some sort of range (perhaps tied to a sensor/broadcast mechanic sometime down the road?) so prospective traders can examine a local market and make decisions about trade routes. By replacing many of the existing 'trade stations' that randomly spawn with factories producing specific products and requiring specific resources, an entire 'trade with environment' layer of the game is created without too much fuss.
Could be improved even further by having trade guild or other future NPC faction ships perform such trades, or even allow player vessels AIs to be set to 'trade' mode and left to fetch resources, make sales, and generate revenue for the player.
This actually gets me thinking about a whole other layer, where certain productions receive bonuses or maluses based on local conditions, making the construction of a dispersed industry attractive as opposed to making one megafactory, but maybe save that for a separate suggestion.
A market, as opposed to a shop, is linked to physical cargo blocks and can only hold what it has space for.
Within its interface, the owner can set up an order to buy or sell specific items at specific costs. As well, a limit can be set on the 'buy' side. So long as there are products to be sold, or less than the set amount of products to hold in stock, the order will be 'active.' (the space for all buy orders should be 'reserved' to prevent a situation where products clog and prevent purchases)
In such a way, stations could be set to buy resources, have them pulled from the market, processed, and resold as products. By supplying the market block with starting credits, a player could both provide a service not requiring their personal intervention, and generating them a passive income.
Such market orders should probably be linked to a menu with some sort of range (perhaps tied to a sensor/broadcast mechanic sometime down the road?) so prospective traders can examine a local market and make decisions about trade routes. By replacing many of the existing 'trade stations' that randomly spawn with factories producing specific products and requiring specific resources, an entire 'trade with environment' layer of the game is created without too much fuss.
Could be improved even further by having trade guild or other future NPC faction ships perform such trades, or even allow player vessels AIs to be set to 'trade' mode and left to fetch resources, make sales, and generate revenue for the player.
This actually gets me thinking about a whole other layer, where certain productions receive bonuses or maluses based on local conditions, making the construction of a dispersed industry attractive as opposed to making one megafactory, but maybe save that for a separate suggestion.