Forums » Suggestions
Missions System
(Originally in my other thread)
Problem 3. Ships.
Right now the only place where specific ships are sold is in 18. I would rather see dynamic ship prices, based on demand.
SOLUTION A. (Missions System)
If we have a lot of Sercos buying Valkyries in 18 (which we do), the price for Valkyries should go up. If those same Sercos are dying rather frequently, the price should skyrocket. Same idea with weapons. Say there's some "Galactic Ban On Grade 4 Weapons" (Avalons). Then say there's a fringe station that is manufacturing them (17). If you wanted Avalons, you'd have to go to 17 to buy them. Say then that weapons could be traded as a commodity. This would make sense if the missions system were implemented. Say someone like Alienb1212 or Blitz (name choice is random, really, guys, don't get mad :)) wants a steady supply of Avalons in sector 9. If I buy them at 38,000 per launcher, and ammo is 3,000 (numbers are different, I know), I could charge 45,000 per launcher and 5,000 per shot. Assume that a Marauder can hold two launchers and eight rounds of ammo. Then assume that Alienb1212 contracts with me for five shipments of such a commodity. He would set the parameters for the mission and deposit the money into a server-held account (650,000 credits in this case). If I accept the mission, I am *flagged* to complete that mission, and when I make the fifth run, I would get the money. If Alienb chooses to cancel the mission while I'm en route, he must pay a cancellation fee to the server and a percentage of the offered price to me. I could then sell off whatever Avalons I had in 9. Whoops, didn't realize that'd turn into a suggestion on the missions system. :D
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More on the missions system. In the above example, Alienb1212 wanted five Avalon launchers and forty avalon torpedoes. The missions system would calculate the projected cost (based on current prices) for me, to show how much it would cost for me. It would then show how much Alienb1212 is willing to pay. If he were offering one credit extra, it would be apparent. If I didn't have enough overhead to cover the cost, I would not be allowed to accept the mission.
Mission Parameters:
_ Determine where you want something bought
_ How much of what you want
_ Where you want the goods delivered.
_ Minimum score for the person accepting it
_ Minimum bounty for the person accepting it
_ Maximum allowed time for completion*
_ Offered price
_ Taker's ship/battery/engine (you could require a certain setup)
* The server would estimate the time based on ship/engine/battery combinations and not allow you to set a time lower than the slowest ship. That would probably be a Ragnarok/light/light. If you wanted a "rush delivery," you could specify something lesser, for more money.
Problem 3. Ships.
Right now the only place where specific ships are sold is in 18. I would rather see dynamic ship prices, based on demand.
SOLUTION A. (Missions System)
If we have a lot of Sercos buying Valkyries in 18 (which we do), the price for Valkyries should go up. If those same Sercos are dying rather frequently, the price should skyrocket. Same idea with weapons. Say there's some "Galactic Ban On Grade 4 Weapons" (Avalons). Then say there's a fringe station that is manufacturing them (17). If you wanted Avalons, you'd have to go to 17 to buy them. Say then that weapons could be traded as a commodity. This would make sense if the missions system were implemented. Say someone like Alienb1212 or Blitz (name choice is random, really, guys, don't get mad :)) wants a steady supply of Avalons in sector 9. If I buy them at 38,000 per launcher, and ammo is 3,000 (numbers are different, I know), I could charge 45,000 per launcher and 5,000 per shot. Assume that a Marauder can hold two launchers and eight rounds of ammo. Then assume that Alienb1212 contracts with me for five shipments of such a commodity. He would set the parameters for the mission and deposit the money into a server-held account (650,000 credits in this case). If I accept the mission, I am *flagged* to complete that mission, and when I make the fifth run, I would get the money. If Alienb chooses to cancel the mission while I'm en route, he must pay a cancellation fee to the server and a percentage of the offered price to me. I could then sell off whatever Avalons I had in 9. Whoops, didn't realize that'd turn into a suggestion on the missions system. :D
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More on the missions system. In the above example, Alienb1212 wanted five Avalon launchers and forty avalon torpedoes. The missions system would calculate the projected cost (based on current prices) for me, to show how much it would cost for me. It would then show how much Alienb1212 is willing to pay. If he were offering one credit extra, it would be apparent. If I didn't have enough overhead to cover the cost, I would not be allowed to accept the mission.
Mission Parameters:
_ Determine where you want something bought
_ How much of what you want
_ Where you want the goods delivered.
_ Minimum score for the person accepting it
_ Minimum bounty for the person accepting it
_ Maximum allowed time for completion*
_ Offered price
_ Taker's ship/battery/engine (you could require a certain setup)
* The server would estimate the time based on ship/engine/battery combinations and not allow you to set a time lower than the slowest ship. That would probably be a Ragnarok/light/light. If you wanted a "rush delivery," you could specify something lesser, for more money.
And so what happens when someone buys one of something whenever its cheap.. and leaves it at the station. Then. When it gets expensive, such as the valks, they dump 20 of the things on the station and everyone comes and gets a valk for 2k cause the station things they're worthless...
Exploiting the market.... nothing wrong with that at all.
If you know some price is going to jump up, it's ok for you to buy alot of it and sell it at what ever price you want...that makes you part of the market...a copedetor for the computer in the market....fun fun fun:)
So..... I think this is a good outline! :D