Forums » Suggestions

How to make trading harder?

Aug 06, 2005 smittens link
Well this has come up numerous times, so I figure it needs its own thread (I might've missed an existing thread, if so please let me know)

So post your ideas for how this should work or comment on someone elses...

My thoughts are that trading ships should turbo no faster than 90mps. Then at that point maybe make fighters have the top turbo of 140 mps. Not only does this make running in general harder, it would be nearly impossible for a trader to escape a pirate who knows what he or she is doing. Plus this makes the Corvus Vulturius drain acceptable--its max speed is only 15 mps slower than the fastest trader. Thus with the occasional boost it seems like it would be one of the best pirating ships.
Aug 06, 2005 KixKizzle link
eh.
Aug 06, 2005 genka link
wha?
Aug 06, 2005 Lord Q link
you're kidding right?
Aug 06, 2005 roguelazer link
@Lord Q: Why? Trading certainly is too easy, as is evidenced by money's worthlessness.

@smittens: Maybe not quite so drastic a drop, but I still agree with the idea in its basic form. You should have bumped the old thread rather than start a new one, though.
Aug 06, 2005 Harry Seldon link
[stamp of approval]

You would have to be careful traveling through Grey with this, which is the way it should be.
Lots of other comments on this here:
http://www.vendetta-online.com/x/msgboard/3/11040
Aug 06, 2005 roguelazer link
I'd further like to cross-post my post from another thread:

>> It strikes me as sort of odd that our current ships can move
>> so quickly. Have any of you read the backstory? (*crickets*).
>> I direct you to http://vendetta-online.com/h/storyline_section10.html .
>> If you read the AD3844 entry, you'll note that from the time
>> the Sercos entered the Eo system to the time they reached the
>> actual planet of Eo was a matter of several HOURS. Yet a good
>> pilot can loop the entire known universe in 26 minutes 55
>> seconds. Quite odd indeed. Space feels so... small... in this
>> game.
Aug 06, 2005 smittens link
I was thinking this would be just for any idea to make trading harder, not just the one I mentioned, but mods feel free to lock this.
Aug 06, 2005 Harry Seldon link
Well, if we're looking to make trading harder, then why not give jump drives a 2 (or more) second 'warm-up' phase, during which time you can't move or fire, or the jump collapses.

Edit: or, if you had a certain speed that you had to be going to jump (for example, for IBG @ 35m/s, 'moth @ 45m/s, or something like that.) which the ship would automatically adjust to in order to jump.
Aug 07, 2005 genka link
Here's an idea:
Drugs are bad.
Aug 07, 2005 Fnugget link
this would make the 3000m distance a lot longer. Also, the 9000m distance for some WH's. It would be hard to plan this game with the intention of having lots of people when there isn't. Traders can't really flock together and hope only 2 or 3 out of the dozens get eaten by wild pie rats.
Aug 07, 2005 roguelazer link
I'm still also in favor of the "in-system jumps are limited by battery/engine" idea. Such as a heavy battery might be able to do 8 sectors to a jump, a medium battery 6, a light battery 4, a fast-charge battery 3 and a free battery 5.
Aug 07, 2005 KixKizzle link
Genka's right.
Institute trade runs where you have to go deep into grey space with some "_____" <---insert favorite drug here.
Make the mass EXTREMELY high and sell it for a very large amounts of money.
So large that escort trading will be profitable.
Also, when the cargo run starts, have it announced on a channel so that the pirates will be ready :)

/givemoney Devs 2c
Aug 07, 2005 smittens link
Fnugget, I forgot, but also as a part of my idea I think there should be a transport ship, just no cargo, no weapons, 210 infiniturbo.

That way traveling isn't any worse than it is now.
Aug 07, 2005 roguelazer link
See, that ruins it. "Let's make everything slower, except this mysterious ship that can outrun all others, making it perfect for spying and such and pretty much eliminating all other ships from that role, in addition to the roles of racing etc".
Aug 07, 2005 Harry Seldon link
Werd on that, Rogue. I also like the post you made that said:
I'm still also in favor of the "in-system jumps are limited by battery/engine" idea. Such as a heavy battery might be able to do 8 sectors to a jump, a medium battery 6, a light battery 4, a fast-charge battery 3 and a free battery 5.

I think that the distances should be a little longer though. Especially when you consider traveling diagonally across the map.

Edit: this wouldn't be a problem if the entire universe was smaller though. We don't have the people for the space we have right now...
Aug 07, 2005 roguelazer link
Actually, I was thinking those distances are a little large. Most people who are going around storms go in ~8-sector jumps. But oh well, that'd require code, and the devs seem a tad bit busy to write code. As compared to smitten's suggestion, which would just require changing some values in a config file somewhere.
Aug 07, 2005 CrazySpence link
trading is too easy because the entire game has the userbase of an average irc channel at any given time of the day and that is not going to change any time soon
Aug 07, 2005 zamzx zik link
read my thread.