Milo wrote: ↑Thu Jun 18, 2020 5:59 pm
What you proposed makes sense but I think all of them, even the habitat stations, should be at least 75% of the distance to the sun surface to give the player a reason to travel close enough to the sun that when they leave the station they could have the possibility to go sun skimming without much additional travel time. (With other OXPs, for example Fuel Tweaks that introduces Quirium Fuel and rationing, this would be even more appealing. I would even consider checking for Fuel Tweaks and proactively imposing fuel rationing at the Kiota stations.)
Solar and Research really close and the other as close as possible without too much heat insulation - it should be safe for a ship without heat shielding to stay in the region of Habitat, Manufactoring or Biosphere Station (Comm could be in more hazardous regions) for a long period (the stations could have higher heat_insulation in the shipdata-overrides to avoid surprises - there are some systems with really strong flares if you run the right OXPs...)... do you know how the core game calculates the heat input/output for an entity? How does the heat input varies with Sun's size/distance/activity (might have to take that into account to calculate station placement distance)? It would be OK for it to be hazardous for a normal ship during a flare event, but it should be safe otherwise.
Milo wrote: ↑Thu Jun 18, 2020 5:59 pm
Here is another idea that could be added to this OXP to make visiting the Kiota stations worthwhile: we could use the new
market script feature to adjust the market prices for the Kiota stations so that certain commodities (food and luxuries, maybe?) would give a small profit if taken from the main station to the Kiota station. This would create a small in-system trading opportunity and a reason for players to visit the Kiota and (since they're nearby anyway) perhaps also sun-skim before leaving the system.
I would set the Kiota station market to start with a high quantity of those commodities already in the market to represent limited demand because other traders also supply the station and the population is small. For example, if the Kiota station can accept up to 10 tons of food and up to 10 tons of luxuries from the player, for a modest profit compared to main station prices, that might be enough incentive for players to add the Kiota to their route for leaving the system. Since food is cheaper and therefore less profitable per ton, I would make food have a higher price increase at the Kiota (maybe 25-35% for food, which with average price of 4.4 credits and 10 tons gives a profit of
11 to 15.4 credits) and luxuries less (maybe 10-15%, which with average price of 91.2 credits and 5 tons gives a profit of
91.2 to 136.8). Between
102.2 and 152.2 credits (10.6% to 15.9%) in combined profit from an average investment of 956 credits (the cost to buy 10 of each from the main station at average price).
To avoid the situation where the player goes to the Kiota to sell food and luxuries but then can't find good prices there for other cargo to trade in the next system, the Kiota also should have at least 10 of each of the commodities the main station has in stock, at the same price (so no reason to go back to the main station), so after trading the food and luxuries from the main station to the Kiota, the player can fill their remaining cargo hold there with whatever trade goods they want to take to the next system (unless they are taking food and luxuries to the next system, in which case they would only visit the Kiota if the main station doesn't have enough in stock to fill their cargo hold and they don't mind some extra travel time in-system).
(Buyer/selling market, market capacity and margins) vs (commodity set) and market reset time (how long it takes for market full or market sold to come back to medium values) should vary according to the station type (setting things up to encourage a player behaviour is fine, but the setup must make sense and be convincing in the game reality):
Habitat (high population density, doesn't produce anything): buyer market for [(food,textiles,liquor,luxuries,narcotics) at large market capacity, (gold,platinum,gem stones) at medium capacity], low availability (but not zero) of any commodity (no local production, so it would be from trans-shipments), fast market reset
Manufactoring (low to medium population density, local production): buyer market for [(gold, platinum, gem stones) at low capacity, (food,textiles,liquor,luxuries,narcotics,furs) at medium capacity, (minerals, alloys) at high capacity], seller market for (computers,machines,luxuries) at high capacity, low availability (but not zero) for other commodities (trans-shipments again), fast market reset
BioSphere (low population density, local production): buyer market for (computers,machines,minerals) at medium capacity, seller market for (food,textiles,liquor) at high capacity, low availability (but not zero) for other commodities (trans-shipments again), medium market reset
Research/Comm (low population, no local production): buyer market for (food,textiles,liquor,luxuries,narcotics,computers,machinery) at low volume butt really high margin, low availability (but not zero) for other commodities (trans-shipments again), slow market reset