Diziet Sma wrote:
So why has this conversation died, just when it was getting interesting?
In short, some of it moved to the Oolite 2.0 thread.
Diziet Sma wrote:
A thought, perhaps we could trawl through this entire thread, pulling together the most promising ideas, and turn them into a spec-sheet that could then be used as a rough-draft foundation for a proof-of-concept OXP.
Not sure. I think there might have been quite a few either/or options rather than so many compatible ones.
However, in the spirit of your suggestion (I hope) I'd like to look again at Britnoth's illustration:
This diagram includes half of the purchasable commodities within the game.
Were it to be implemented then an obvious question might be: what of the others?
This is where it gets interesting for me...
Of the remaining nine commodities,
- 3 require no cargo space (at least in small quantities): gold; platignum; gem stones
- 3 are legally controlled: slaves; narcotics; firearms
So the first three would likely still be traded by the player and the last three could be if rewards and risks were sufficiently balanced.
What about the last three?
- Radioactives
- Minerals
- Alien Items
Well, minerals are a product of mining when you scoop splinters, so they would be involved in play. That is also how alien items are aquired by the player too (scooping thargons) but what of radioactives?
Another cargo type that can be scooped is alloys (from destroyed ships); could they not be swapped for radioactives in Britnoth's illustration?
I don't think it need make any less sense that way around - A poor, high tech agricultural world might need radioactives to power their systems that the low tech agricultures often do without (and the rich high tech ones would be less reliant upon trade-wise).
If that were the case you would then have a rather tidy:
- 3 require no cargo space (at least in small quantities): gold; platignum; gem stones
- 3 are legally controlled: slaves; narcotics; firearms
- 3 are scooped as debris: alloys; minerals; alien items
You now have a system which incorporates
a position of value for each of the 17 commodities (scoopables are valuable because they are free).
Yes, it's true that slaves can also be scooped (escape pods) but they are also rather cheap (and low-profit IIRC).
It might be nice if every system had a viable illegal trade option available.
How about narcotics as agricultural produce and fireams as industrial?
Or perhaps better:
- Slaves as agricultural (wanted by industrials)
- Firearms as industrial (wanted by agriculturals)
- Narcotics as mainly industrial/mainly agricultural (wanted by the rich)
The 'mainly' systems are a bit of a last resort for traders most of the time so why not make them a little more interesting?
Some legal options for them:
- Mainly Agricultural: gem stones produced and alloys in demand
- Mainly Industrial: gold/platignum produced and
slaves in demand narcotics in demand (farmers moving to the city and suffering culture-shock perhaps?)
There are lots of possible permutations of which item could occupy which role but with a little profit adjustment (esp. for the illegal cargoes) a player could reasonably be trading in most if not all of the game's commodities.
Furthermore this can be achieved without throwing in any more variables than econonmy and tech level, just as in Britnoth's suggestion above. It remains simple and (to a degree I think) sensible.