I seem to recall squads of bounty-hunters hitching rides on occasion, but I've not seen it for a while.
I think any ship trapped in interstellar space will do it. Holy Joes do it, but that's an OXP.
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I seem to recall squads of bounty-hunters hitching rides on occasion, but I've not seen it for a while.
I said price variance. No one wants 'too much' price varianceDisembodied wrote: ↑Fri Mar 27, 2020 4:28 pmThe problem with too much randomised price variance is that it all just becomes a crapshoot.
Both of the options you describe sound problematic don't they? And I'd have to agree that neither is particularly desirable. You don't appear to be considering another variable that already exists, however: quantity.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmAnd how long will prices persist? What if you turn up at planet A, find a great price for Liquor and Wines, take it to the Industrial planet B next door, nip back to planet A again, and the prices have all changed, in a matter of hours? Or will Planet A always produce incredibly cheap L&W? In which case, there's the chance of finding a nearby world with very high L&W prices - creating a free money pump.
Firstly, I'm not sure that I understand the difference between a 'money pump' and a 'milk run', so if it's important then please explain.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmWith the current model (or indeed anything like it, where the player looks to buy low on one planet and sell high on another) there will always be the problem of milk-runs and money-pumps. Every Elite-alike game I've ever seen falls into this same hole (probably because, as in Elite, the trading is just there as a basic mechanism to enable the player to earn credits to improve their ship and go out and shoot more bad guys).
I don't think you can realistically achieve that with your model either, or even get close.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmIt will also never match the sheer range of cargoes that we can imagine an entire planet might produce.
Here you seem to be describing trying to create your wish of a wide range of cargoes within the current system and how it won't work very well. I agree and I think this might be at the heart of our difference.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmThis latter is a big one, for me: it's so small-scale. The entire output of a world can be covered by just 16 things, all virtually indistinguishable from the same things produced elsewhere. We can try adding granularity to it, by creating sub-types, and sub-sub-types, and so on, but it rapidly becomes overwhelming.
Well again, it depends on how restrictive you wish to be. For example, there are planets with demands too.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmI think these should definitely all be used, but there aren't nearly enough of them. There's maybe ten or twenty planets in each galaxy who are famous for one product. I'd hard-code these in, so they crop up in those particular named systems, but they'd just be one item on offer in a whole medley of cargoes.
Things aren't so different now are they (without contracts I mean)? As a beginner you can't always get a holdful anyway.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmthe player's first contract page could offer a 10TC contract to Zaonce and a 5TC contract to Isinor.
As a beginner though you'd still be trapped in a little cluster, much like you are now. I make it to Isinor, I pick up some goods but I want to keep some injector fuel handy for pirates, so Ensoreus is out. Zaonce or Tionisle? One will likely be more profitable but wll it be by much? (to be clear: describing the current model).Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmI also agree that the current setup is not helpful. My personal preference would be to divide the galaxies up into subsectors, with different piracy ratings. The Old Worlds could be pretty calm and peaceful, regardless of political rating (and shipping fees within the Old Worlds could be low because of it).
Ah, you beat me to it
There is a basic problem, which is that the in-game economy is Not Very Good (I mean, for a bolt-on afterthought to a 32K game it's outstanding, but …). It has in-built money-pumps, and fiddling with it is notoriously prone to producing wild imbalances and unforeseen consequences. There is a further problem, which is that all economies in all games are Not Very Good. EVE Online appointed Yanis Varoufakis as a consultant, and even with thousands of real-life players their in-game economy is - when compared to what the economy of a truly vast, interstellar trading network would be - Not Very Good. Faced with the prospect of making do with something that is Not Very Good, or disposing of it altogether and just faking it, I'd vote for faking it.
More or less the same thing: a money pump is something where the player can't fail to make money, endlessly (Poor Ag > Rich Ind and back again). A milk run is a money pump with no (or very little) risk.
Random Ship Names can generate huge numbers of non-repeating ship names, with different types of names for different types of ships. A similar process could be used to create huge numbers of non-repeating cargo names:Redspear wrote: ↑Fri Mar 27, 2020 7:42 pmI don't think you can realistically achieve that with your model either, or even get close.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmIt will also never match the sheer range of cargoes that we can imagine an entire planet might produce.
Here you seem to be describing trying to create your wish of a wide range of cargoes within the current system and how it won't work very well. I agree and I think this might be at the heart of our difference.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmThis latter is a big one, for me: it's so small-scale. The entire output of a world can be covered by just 16 things, all virtually indistinguishable from the same things produced elsewhere. We can try adding granularity to it, by creating sub-types, and sub-sub-types, and so on, but it rapidly becomes overwhelming.
By being specific about cargo goods, I think both the current model and your model will only succeed in further highlighting how just few things there are to trade in across approx. 2,000 systems. Ironically, I think that really would become overwhelming...
How many are you going to create?
How are you going to cover (almost) everything?
None of this would matter, any more than it matters whether you're carrying legal papers or blueprints or sports footage when you take a parcel contract. What would interest the player is how much they were being offered to take a cargo of fictional exotic stuff, how far away the destination was, whether they could get there in time, whether they could combine that cargo with this one, and so on.Redspear wrote: ↑Fri Mar 27, 2020 7:42 pmHow do we process things when the sheer variety is confusing? We tend to put them into categories. You passed or you failed. You got an A or a B grade etc. That's a fish, a bird, a mammal. It's a simplification but we do it because it's convenient; because if I had to exhaustively list all the animals I knew of then it would both take me a considerable amount of time and I would almost certainly forget some (oops - I forgot all the invertebrates!...)
These demands don't exist in the game at present, of course - but they could be coded into the game. Certain types of cargo shipments could be more likely to have planets with demands for them as destinations.Redspear wrote: ↑Fri Mar 27, 2020 7:42 pmWell again, it depends on how restrictive you wish to be. For example, there are planets with demands too.Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pmI think these should definitely all be used, but there aren't nearly enough of them. There's maybe ten or twenty planets in each galaxy who are famous for one product. I'd hard-code these in, so they crop up in those particular named systems, but they'd just be one item on offer in a whole medley of cargoes.
Civil war (firearms/textiles/food)
Disease (narcotics)
Killer thingies (firearms/radioactives)
Boring (luxuries/narcotics)
Love of tourists (slaves ) and so on...
To be honest, I'm talking through a hole in my head, and may be going slightly stir crazy … none of this is remotely likely to happen, and would require massive amounts of coding and testing even if it was!
Interesting. I see the current model as faking it.Disembodied wrote: ↑Fri Mar 27, 2020 8:12 pmFaced with the prospect of making do with something that is Not Very Good, or disposing of it altogether and just faking it, I'd vote for faking it.
If using Planetfall, contracts could be to a planet surface or (more enigmatic but more oxp dependant) a moon or non standard station.Disembodied wrote: ↑Fri Mar 27, 2020 8:12 pmWith a totally fake economy running, then planets can export and import an endless variety of weird and wonderful cargoes, and the player can imagine fortunes being made or lost by merchant princes, hucksters, black marketeers and so on in the background.
Ok, thanks.Disembodied wrote: ↑Fri Mar 27, 2020 8:36 pmMore or less the same thing: a money pump is something where the player can't fail to make money, endlessly (Poor Ag > Rich Ind and back again). A milk run is a money pump with no (or very little) risk.
That would give you lots of different names but not so many different things. In a sense, we already have origin, it's just not included in the name.
Agreed but very time consuming I think as (with or without the origin included) it would be the number and variety of products themselves that highlighted your success. You're faking it, right? So faking it for 10 minutes is easier than faking it for 10 hours.
Can't we say the same about the current trade and contract system? i.e. That it's risk and reward that the player really cares about?Disembodied wrote: ↑Fri Mar 27, 2020 8:36 pmNone of this would matter, any more than it matters whether you're carrying legal papers or blueprints or sports footage when you take a parcel contract. What would interest the player is how much they were being offered to take a cargo of fictional exotic stuff, how far away the destination was, whether they could get there in time, whether they could combine that cargo with this one, and so on.
Yep, could be an addition for either model. It's just the inspiration that is already there in the form of planet descriptions.Disembodied wrote: ↑Fri Mar 27, 2020 8:36 pmThese demands don't exist in the game at present, of course - but they could be coded into the game. Certain types of cargo shipments could be more likely to have planets with demands for them as destinations.
Oh sure, even my minimalist tweaks are unlikely to get taken upDisembodied wrote: ↑Fri Mar 27, 2020 8:36 pmnone of this is remotely likely to happen, and would require massive amounts of coding and testing even if it was!
Actually that might present a good compromise (although perhaps not to everyone's taste)...Redspear wrote: ↑Fri Mar 27, 2020 9:10 pmThat's one thing I don't think weve discussed yet. The current model make more sense when it's a GalCop standardised market. They're all GalCop stations so essentially, you're being paid to ferry stuff for GalCop. You don't even reall know what it is. It's labelled food so take it to the food market, GalCop will do the real pricing when they sell it on. You have to buy it in the first place so that if your ship blows up, no problem...
* Presumably there is a missing 'not' here (and the manual does appear to have quite a few typos) as otherwise the sentence I think is not true.Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in goods and ships. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system, employed by the Cobra, does not allow for more specific trading deals to be performed.
A selection of the more valuable alien items that are tradeable is [*] given in this manual, but the trader must deal with them in person.
Once docked you are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase.
This may all be excuse making for the way trading worked in Elite but, as excuse making goes, it's not bad.Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones.
Well, yes, it's fake too, but it's still an attempt to make a model of an economy. Given that all model economies are either a) unsatisfactory; b) prone to producing money pumps; or c) both, I think it's better to ditch the idea entirely.
Yes, that's true - and a contract system that was able to include delivery to other locations, stations, rock hermits, etc. would be a great addition.Redspear wrote: ↑Fri Mar 27, 2020 9:10 pmIf using Planetfall, contracts could be to a planet surface or (more enigmatic but more oxp dependant) a moon or non standard station.Disembodied wrote: ↑Fri Mar 27, 2020 8:12 pmWith a totally fake economy running, then planets can export and import an endless variety of weird and wonderful cargoes, and the player can imagine fortunes being made or lost by merchant princes, hucksters, black marketeers and so on in the background.
That's one thing I don't think weve discussed yet. The current model make more sense when it's a GalCop standardised market. They're all GalCop stations so essentially, you're being paid to ferry stuff for GalCop. You don't even reall know what it is. It's labelled food so take it to the food market, GalCop will do the real pricing when they sell it on. You have to buy it in the first place so that if your ship blows up, no problem...
Contracts suit (and already have with regards to parcels at least) more exotic cargo. But when that cargo is supposed to be conventional trading goods (however interstingly named) then the current model suffices for me. Your mileage may vary of course.
A random generater will cover that, I'm sure. For stuff like food, there's an enormous amount of words to choose from, and all sorts of other tricks that could be used to increase variety - e.g. [Adjective] [Origin] (remembering that "origin" doesn't have to be the name of the planet it's from) [animal] [cut of meat]; [Adjective] [Origin] [random noun]-fruit; [Adjective] [Origin] [random noun]-berries; [Adjective] [Origin] [random noun]-nuts; and so on. The game can spin these out endlessly, just like the Random Ship Names (and also remembering that sometimes the Adjectives and Origin fields can be left blank). Food-adjectives could range from colour to texture to frozen, salted, preserved, fresh, pickled, dried, desiccated, dehydrated, reconstituted, predigested, raw, processed, tinned, fermented, sun-dried, vacuum-packed, sugared, spiced, … With a bit of weighting, making some adjectives (e.g. frozen or fresh) more likely to crop up than others (predigested), we could get hundreds of different foodstuffs alone.Redspear wrote: ↑Fri Mar 27, 2020 9:10 pmThat would give you lots of different names but not so many different things. In a sense, we already have origin, it's just not included in the name.
So, If I can be forgiven for dismissing that then we'd have [Adjective] [Product]. You're still going to need a huge amount of product names.
Building the word-lists for the random generator would be time-consuming, but once they're created, the game can create all the variations we want on the fly.Redspear wrote: ↑Fri Mar 27, 2020 9:10 pmAgreed but very time consuming I think as (with or without the origin included) it would be the number and variety of products themselves that highlighted your success. You're faking it, right? So faking it for 10 minutes is easier than faking it for 10 hours.
In the current setup, though, risk and reward are not connected. Any Rich Industrial > Poor Agricultural route will return top profits, regardless of how dangerous those systems are.Redspear wrote: ↑Fri Mar 27, 2020 9:10 pmCan't we say the same about the current trade and contract system? i.e. That it's risk and reward that the player really cares about?Disembodied wrote: ↑Fri Mar 27, 2020 8:36 pmNone of this would matter, any more than it matters whether you're carrying legal papers or blueprints or sports footage when you take a parcel contract. What would interest the player is how much they were being offered to take a cargo of fictional exotic stuff, how far away the destination was, whether they could get there in time, whether they could combine that cargo with this one, and so on.
Perhaps you can't if you only see 16 commodities instead of 16 categories.
Yes, this is very much "How might we build a new version from the ground up?" I'll stop now before I start banging on about why the player should start off with a massive overdraft, too …Redspear wrote: ↑Fri Mar 27, 2020 9:10 pmOh sure, even my minimalist tweaks are unlikely to get taken upDisembodied wrote: ↑Fri Mar 27, 2020 8:36 pmnone of this is remotely likely to happen, and would require massive amounts of coding and testing even if it was!
And I suppose when an only semi-radical change like the neighboring system influence later became so controversial, then one can understand a certain caution on the part of the devs.
Like any model, it depends on what you are expecting to get from it. Although based on your experience, I think your second sentence is still, at least partially, a list of assumptions.Disembodied wrote: ↑Sat Mar 28, 2020 11:15 amWell, yes, it's fake too, but it's still an attempt to make a model of an economy. Given that all model economies are either a) unsatisfactory; b) prone to producing money pumps; or c) both, I think it's better to ditch the idea entirely.
Oh, I don't think there's any doubt that it can, I just think you might be underestimating how difficult it might be to make one that was as comprehensive as either I would like or even to the extent that you would suggest.Disembodied wrote: ↑Sat Mar 28, 2020 11:15 amA random generater will cover that, I'm sure. For stuff like food, there's an enormous amount of words to choose from, and all sorts of other tricks that could be used to increase variety
I agree that some categories present much less of a problem.Disembodied wrote: ↑Sat Mar 28, 2020 11:15 amAnd some other commodities won't need the same level of variety; there are only a few dozen likely candidates each for radioactives, minerals, and alloys, for example.
Agreed but that's just that the association between economy and government type is currently random. Doesn't require a new model, just a tweak. Suppose instead of dangerous neighbours influencing piracy that it was instead lucrative trading areas... er, hang on, let me think about that one for a secDisembodied wrote: ↑Sat Mar 28, 2020 11:15 amIn the current setup, though, risk and reward are not connected. Any Rich Industrial > Poor Agricultural route will return top profits, regardless of how dangerous those systems are.
Good point.
This is why I made my indestructible injectors oxp. You've got fuel and you've got engines, maybe you don't need some fancy equipment to flood them with fuel. Also what's great about injectors is that they will only usually save your hide, not always. Otherwise, it just presents the same problem as Furs/Computers, rear mounted military lasers and buying cascade mines at corporate systems: it's so convenient that it spoils the fun.Astrobe wrote: ↑Sat Mar 28, 2020 11:20 amThe one thing I would like to see is Lave at TL8 and match the TL requirement for injectors to that. Injectors are a central piece of equipment because it is (almost) the only escape device. It needs to be made accessible right from the start in many starting scenarios, and in case of breakage it should be easier to repair.
I like thatAstrobe wrote: ↑Sat Mar 28, 2020 11:20 amThe other change I would like to see in the core game is to have rock hermits only on sun orbits, for two reasons: firstly, because doing shady business under the eyes of Galcop is a bit hard to believe and secondly, to create an incentive to travel to the sun and do some scooping while we are at it (the Adder comes out of the factory with a heat shield, you just have to add the fuel scoops).
Interesting. I made star fuel oxp in an attempt to address this (scoop incentive) in a very simple manner.Astrobe wrote: ↑Sat Mar 28, 2020 11:20 amThe thing I want to add is a pylon-mounted fuel tank. Not exactly a new idea, but the twist is that the extra LY capacity you get depends on the fuel cost multiplier of the ship. So that small ships (like the Adder) gets more fuel than a Boa (which has more pylons). Perhaps also offer empty fuel tanks that can be filled while scooping, and using a tank would just empty it, not "consume" it, so players have an additional incentive to go scooping.
Yes, I've said before that I think fuel scooping, for example, is much underused. Simplicity is genius, at least when it's done well.
To be honest, I haven't played in quite a while. Other things came up, I never seemed to have the ambition to get back into it, etc.Cholmondely wrote: ↑Mon Jul 27, 2020 10:41 pmRekrul,
you joined in March. It is now July.
How has your gaming changed? And how have your feelings changed about this piracy lark?