The Vault: A Trading Idea, But Keeping It Roguelike

General discussion about the game.
ColdHeart
Posts: 5
Joined: Thu Sep 20, 2012 11:08 am

Re: The Vault: A Trading Idea, But Keeping It Roguelike

Post by ColdHeart »

I like this idea a lot. I'd prefer it to be a room, so some ships can have 2 slot cargo holds and others have 4.
Moldevort
Posts: 5
Joined: Sun Sep 23, 2012 10:02 am

Re: The Vault: A Trading Idea, But Keeping It Roguelike

Post by Moldevort »

Nice idea. It would really add some new strategies to the game, and change your playstyle to avoid enemies rather than fighting them.

Do you have any ideas yet on how it could be possible to see what you have loaded?
Whale Cancer
Posts: 272
Joined: Fri Sep 21, 2012 3:28 pm

Re: The Vault: A Trading Idea, But Keeping It Roguelike

Post by Whale Cancer »

ColdHeart wrote:I like this idea a lot. I'd prefer it to be a room, so some ships can have 2 slot cargo holds and others have 4.
I would like it as a subsystem as well. 4 levels, each level is one slot.

The best we can do now is use a dummy augment and a bunch of events that check to see if you have it (I am doing something similar).
Contribute to help save the Whales from their various diseases! *DELAYED* Should release the skeleton with the main quests attached by the end of the week (By NOV 9)! *DELAYED* Don't listen to my dates! Things always seem to come up!
KirksEchoingScream
Posts: 29
Joined: Tue Sep 25, 2012 10:41 pm

Re: The Vault: A Trading Idea, But Keeping It Roguelike

Post by KirksEchoingScream »

That's an interesting idea. Every slot could represent a unit of cargo. As they get destroyed, your profit goes down.

For example, if you buy 5 slots of Spice, and two get destroyed, you can sell the three left for just 60% of what the whole thing could have gotten you.

Upgrading your vault would increase your carrying capacity, allowing you to hold more cargo at once.
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