The Goal:
Give a real reason to build a ship, and make the universe feel more alive while adding a trading dynamic that is useful for even the NPC traders or for creating a black market.
Overall Idea:
We should definitely be able to set a Supply, and Demand. My personal opnion is that it should be a new block. I'm going to call this block the Trade Module even though it could be added to the Shop Block, but I think they should be different to encourge trade routes and different shops. This idea may be incomplete. Please poke holes in it, and brainstorm! I love the idea of being able to be a freighter or smuggler based on player/NPC actions in the game.
Initial Supply:
You can link this block to storage, and set a price based on the items you have in there.
Initial Demand:
This looks like a standard shop menu, here you set a maximum price you are willing to pay, the amount and exactly what block you want. You should be able to select between one time and continual. This should allow someone to request materials and setup a very effecient/fast armor factory and sell that back.
Trade Modules interact with other trade modules, but only if you are neutral or allied with that faction. They should only be able to trade within a certain distance, but this could be affected by neutral or allied warp gates.
How the Trade Modules Interact:
Every so often, maybe every 5 mins (This is not final, just a starting number) your Trade Module checks the stores within a certain distance. This propogates the demand and supply out to the the trade modules. If they have the stock and the price is fair the trade module will post a quest/errand to move the supplies to the other trade module. Any one that is neutral or allied with you can fulfill this, but you should be able to select.
This should create choke points and trade centers, and give more reasons for people to interact.
Each quest should have a time limit (This will be hard to calculate balance, but its doable). If you fail to either return or deliver the goods you are automatically at war until you pay back the balance.
How the Trade Guild Interacts:
The Trade guild if you are allied or neutral will facilitate this in lieu of other players. It'll suddenly be very alive at your base if you are mining. They will show up buy resources from you and leave, or drop off
The Awesome Fallout of this!
These convoy's could be player driven time based events, and you could make money. These should be on a local jobs board, but everyone should be able to see them. Probably only for your sector though. You could sucumb to piracy and never deliver the goods though! Dropping your standing with the Trade Guild. Then you could watch the sectors for players jumping grabbing the quests, and maybe pirate them yourself. The reason for the time above is to allow human players to jump in as the convoy, and to add an element of the aliveness to the universe. Quests build good standing with the trade guild and might act as kind of a easing into the economy since you can't set demand yet, but you are a scrapy freighter pilot that lives for dangerous routes.
I think that in concept this isn't terrible to implement its got a very easy 1:1 relationship with player demand and player source. Its quite possible that any NPC AI could use this system pretty easily as well. Making it useful for the procedurally generated factions.
Something else this might do is create a real reason to have a blockcade. Where you block all the resources coming into a faction from the trade guild and what not.
Things I think I need help with:
- Balancing Smuggling vs Real Shipping
- Calculating the Time
- Calculating the pricing for transit.
Give a real reason to build a ship, and make the universe feel more alive while adding a trading dynamic that is useful for even the NPC traders or for creating a black market.
Overall Idea:
We should definitely be able to set a Supply, and Demand. My personal opnion is that it should be a new block. I'm going to call this block the Trade Module even though it could be added to the Shop Block, but I think they should be different to encourge trade routes and different shops. This idea may be incomplete. Please poke holes in it, and brainstorm! I love the idea of being able to be a freighter or smuggler based on player/NPC actions in the game.
Initial Supply:
You can link this block to storage, and set a price based on the items you have in there.
Initial Demand:
This looks like a standard shop menu, here you set a maximum price you are willing to pay, the amount and exactly what block you want. You should be able to select between one time and continual. This should allow someone to request materials and setup a very effecient/fast armor factory and sell that back.
Trade Modules interact with other trade modules, but only if you are neutral or allied with that faction. They should only be able to trade within a certain distance, but this could be affected by neutral or allied warp gates.
How the Trade Modules Interact:
Every so often, maybe every 5 mins (This is not final, just a starting number) your Trade Module checks the stores within a certain distance. This propogates the demand and supply out to the the trade modules. If they have the stock and the price is fair the trade module will post a quest/errand to move the supplies to the other trade module. Any one that is neutral or allied with you can fulfill this, but you should be able to select.
This should create choke points and trade centers, and give more reasons for people to interact.
Each quest should have a time limit (This will be hard to calculate balance, but its doable). If you fail to either return or deliver the goods you are automatically at war until you pay back the balance.
How the Trade Guild Interacts:
The Trade guild if you are allied or neutral will facilitate this in lieu of other players. It'll suddenly be very alive at your base if you are mining. They will show up buy resources from you and leave, or drop off
The Awesome Fallout of this!
These convoy's could be player driven time based events, and you could make money. These should be on a local jobs board, but everyone should be able to see them. Probably only for your sector though. You could sucumb to piracy and never deliver the goods though! Dropping your standing with the Trade Guild. Then you could watch the sectors for players jumping grabbing the quests, and maybe pirate them yourself. The reason for the time above is to allow human players to jump in as the convoy, and to add an element of the aliveness to the universe. Quests build good standing with the trade guild and might act as kind of a easing into the economy since you can't set demand yet, but you are a scrapy freighter pilot that lives for dangerous routes.
I think that in concept this isn't terrible to implement its got a very easy 1:1 relationship with player demand and player source. Its quite possible that any NPC AI could use this system pretty easily as well. Making it useful for the procedurally generated factions.
Something else this might do is create a real reason to have a blockcade. Where you block all the resources coming into a faction from the trade guild and what not.
Things I think I need help with:
- Balancing Smuggling vs Real Shipping
- Calculating the Time
- Calculating the pricing for transit.
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