I am considering a suggestion regarding trade UI and gameplay activity.
Does anyone else think that it would make a lot sense to make all trade network exchanges use an actual, iterated (not necessarily spawned, obv) trade fleet every single time an exchange occurs - including requiring player-owned trade fleets (whether that fleet is an escorted bulk hauler or a single, fast freighter) to make trades?
NPC supply already ensures that most players use trade to some extent, even in SP.
Beyond the fact that it would be fun and decorative and make the universe feel more dynamic, it would constitute a form of "vunlerable infrastructure" players could attack to cause real attrition to an enemy while profiting themselves (i.e. privateering, raiding, and blockading). Countering would involve direct military intervention, or simply piloting a good blockade runner to make your vital trades happen.
I believe that it would be easy to implement, because NPC fleet construction and control already encompass 90% of the classes and functions they would need to code it. It would be a relatively simple recycling process. Probably a few weeks (perhaps after the galaxy reboot has a couple months to stabilize).
Players could simply spawn in a freighter model, define the fleet as "shipping/trade," and station it (lock to one home station that can use it). Then whenever a trade was made, the station would actually put the cargo in the freighter's hull and send it to the location (if load exceeds capacity, then fill holds and stage additonal trips; so even a small vessel could execute trades over time at the cost of exposure and advantage of smaller losses), and the fleet would unload the cargos, actually be assigned the relevant credits (as bounty if killed), and return home for its next assignment. You could station multiple fleets at a single station to ensure availability during intense trading. If you lose a ship, just spawn a new one and station it and the beat goes on.
Or stations could be allowed to build their own traders under owner parameters, making the entire affair more hands off and a basic cost of doing business excepting active, player-guided raiding which might pose a real threat to income. NPCs already intelligently spawn fleets based on empire parameters, this is all still a case of recycling existing code!
The substantial gameplay value of implementing any viable forms of vulnerable infrastructure is a subject I have elaborated on in many past posts.
Does anyone else think that it would make a lot sense to make all trade network exchanges use an actual, iterated (not necessarily spawned, obv) trade fleet every single time an exchange occurs - including requiring player-owned trade fleets (whether that fleet is an escorted bulk hauler or a single, fast freighter) to make trades?
NPC supply already ensures that most players use trade to some extent, even in SP.
Beyond the fact that it would be fun and decorative and make the universe feel more dynamic, it would constitute a form of "vunlerable infrastructure" players could attack to cause real attrition to an enemy while profiting themselves (i.e. privateering, raiding, and blockading). Countering would involve direct military intervention, or simply piloting a good blockade runner to make your vital trades happen.
I believe that it would be easy to implement, because NPC fleet construction and control already encompass 90% of the classes and functions they would need to code it. It would be a relatively simple recycling process. Probably a few weeks (perhaps after the galaxy reboot has a couple months to stabilize).
Players could simply spawn in a freighter model, define the fleet as "shipping/trade," and station it (lock to one home station that can use it). Then whenever a trade was made, the station would actually put the cargo in the freighter's hull and send it to the location (if load exceeds capacity, then fill holds and stage additonal trips; so even a small vessel could execute trades over time at the cost of exposure and advantage of smaller losses), and the fleet would unload the cargos, actually be assigned the relevant credits (as bounty if killed), and return home for its next assignment. You could station multiple fleets at a single station to ensure availability during intense trading. If you lose a ship, just spawn a new one and station it and the beat goes on.
Or stations could be allowed to build their own traders under owner parameters, making the entire affair more hands off and a basic cost of doing business excepting active, player-guided raiding which might pose a real threat to income. NPCs already intelligently spawn fleets based on empire parameters, this is all still a case of recycling existing code!
The substantial gameplay value of implementing any viable forms of vulnerable infrastructure is a subject I have elaborated on in many past posts.