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That's stupid.
Edit: and as stupid as I think writing up a crazy attempt at an economy is, rhapsody gets some props for the use of LaTeX.
Edit: and as stupid as I think writing up a crazy attempt at an economy is, rhapsody gets some props for the use of LaTeX.
Mynnayage.. please stop your artless trolling. thanks.
ArAel:
Great point! The Dynamic Economy has been coming since 2006, and will continue to be coming for a while yet. It's a difficult item to implement, and a difficult item to consider the ramifications of. I'm also cautious about what 'Dynamic' really means, as in my perusal of economy and crafting posts has turned up no specific models of how stations will measure 'supply' and 'demand', and price accordingly, the effect of local ore price on local ship price, the invisible and NPC supply chains, sources and sinks for the various commodities. I have no doubt the devs have put a lot of thought into this, but it's a really big problem to tackle. I'd encourage anyone interested to do some brainstorming on the forum, come up with ideas, think of how they might be quantified, and why they should be implemented. It's a fun problem, and I think that if you make a good case, there's a good chance you'll see it in game.
Firebow:
Love the scaffold idea for capital and other large ships. Needs a staging area, or multiple staging areas for individual sections, supply depot, raw materials, workers. I think it's fantastic. More ideas like this!
Great point! The Dynamic Economy has been coming since 2006, and will continue to be coming for a while yet. It's a difficult item to implement, and a difficult item to consider the ramifications of. I'm also cautious about what 'Dynamic' really means, as in my perusal of economy and crafting posts has turned up no specific models of how stations will measure 'supply' and 'demand', and price accordingly, the effect of local ore price on local ship price, the invisible and NPC supply chains, sources and sinks for the various commodities. I have no doubt the devs have put a lot of thought into this, but it's a really big problem to tackle. I'd encourage anyone interested to do some brainstorming on the forum, come up with ideas, think of how they might be quantified, and why they should be implemented. It's a fun problem, and I think that if you make a good case, there's a good chance you'll see it in game.
Firebow:
Love the scaffold idea for capital and other large ships. Needs a staging area, or multiple staging areas for individual sections, supply depot, raw materials, workers. I think it's fantastic. More ideas like this!
Could capital ships be capturable?
People mostly fight over two categories of property. Things that are in finite supply and highly valued, and things that are in limited supply and are easier to steal from someone else than to make or buy themselves.
Right now there is no value to me in fighting over your cap ship. Even if I win, I still don't have one. I still have to build or buy my own.
People mostly fight over two categories of property. Things that are in finite supply and highly valued, and things that are in limited supply and are easier to steal from someone else than to make or buy themselves.
Right now there is no value to me in fighting over your cap ship. Even if I win, I still don't have one. I still have to build or buy my own.
I think the best idea would be to make it so Capital ships once implemented take a lot of resources to build. Maybe even make it so there is a new ore type only found in grey space or something. Thay way people will fight over control of that territory. Thats what you really want.
You want people of fight for something like territory because its so easily shift-able. If they are only trying to capture capital ships there wont be much fighting as people will mostly just build there own.
Just my ideas anyway. But yea there should be something needed to build capital ships weather thats some rare ore or having your own space yard to build it in. Either way something like that thats either capturable or destroyed will make people fight to control it.
You want people of fight for something like territory because its so easily shift-able. If they are only trying to capture capital ships there wont be much fighting as people will mostly just build there own.
Just my ideas anyway. But yea there should be something needed to build capital ships weather thats some rare ore or having your own space yard to build it in. Either way something like that thats either capturable or destroyed will make people fight to control it.