In another area of the forums people have been debating the catalog system. About how it spawns materiels out of thin air at the cost of some credits, killing manufacturing and any chance of materiel scarcity.
I may have a solution.
When the military wants to build something they don't go to the local home depot and buy out the store. They approach a supplier and make a deal for the stuff they need to be delivered to them.
That's what I propose the shops do in regards to the cataloge.
This should still promote a scarcity, as populated sectors quickly drain surrounding sectors of commonly used parts and the surcharges become prohibitive. And allowing factories to work their magic. While still preserving the convienience of the catalog for small ships, those who have the money, and those willing to explore away from the population centers.
Any thoughts, complaints, or kittens?
I may have a solution.
When the military wants to build something they don't go to the local home depot and buy out the store. They approach a supplier and make a deal for the stuff they need to be delivered to them.
That's what I propose the shops do in regards to the cataloge.
- The game checks to see what blocks and how many are needed for a blueprint
- Then it checks the player's inventory to see if the player has some of the neccesary mats, and if the player lets it, it will take those materiels to reduce how many blocks are needed to be bought.
- Then the store will check it's inventory, and take from it's supply, adding the cost of the parts to the cost of the blueprint.
- Once the store is out of mats and it needs more it starts looking nearby for other shops. Taking parts from that shop, and adding a surcharge for every sector away the other shop is.
- Repeat 4 until all the nessesary materiels are obtained.
- If there are no shops with the materiel in the explored universe, either generate the materiels and add a random multiplier to the existing surcharge (handwaving distant shops in stock) or generate additional map area
- Show the player the final price (and possibly a block breakdown with prices and surcharges, exactly like an invoice) and ask for confirmation
This should still promote a scarcity, as populated sectors quickly drain surrounding sectors of commonly used parts and the surcharges become prohibitive. And allowing factories to work their magic. While still preserving the convienience of the catalog for small ships, those who have the money, and those willing to explore away from the population centers.
Any thoughts, complaints, or kittens?