snowhusky5 wrote:My defense drones don't seem to want to shoot down the slow boarding drones sometimes...
This is intentional, boarding drones are considered missiles in Vanilla as well.
snowhusky5 wrote:The fed medevac (and maybe other layouts of that ship design) have the right weapon slot a little off. When the wep is activated it's floating away from the ship, and deactivated it looks like it's activated, except without the fancy lights.
Yeah I tried t fix that. Some mounts look correct in the editor, but are off ingame. Don't know what's causing this. I'll look into it again.
snowhusky5 wrote:EDIT: btw, do you just lose the game when you surrender to a rebel space station? I kinda wanna try, but I'm worried...
I would be worried as well. Maybe on day you will be in a situation (most crew dead, already clear that you can't beat the boss on this run etc.) where surrender would make sense. Then you could try I guess. Maybe they have mercy with you.
aaaaaa50 wrote:That reminds me of this awesome ship:
Yes I'm pretty sure that was one of the first mods that introduced that concept. Both of zaratustras ships feature really innovative concepts there.
Thinking some more about trade goods I started to consider implementing a (very) basic trade system. It will work a little like in Freelancer. Trading the different goods could happen almost entirely within costume events that would come up before the shops and will be different for each sector
The good itself will have only their loot value as <cost>, which will be pretty low across the board and reflects the lowest (aka worst) selling price of the commodity. Buying them will always happen in events, which allows full control over actually buying prices. Still you will never be able to by a commodity cheaper then its pure <cost> sell value. Just selling something at a shop will always yield little return, but is still all-right for offloading loot and freeing up cargo space.
If you want to sell stuff with profit, you have to sell the goods within the trade events (blue option). In trade event the shops will make you offers for your goods, if they are interested in them. They pay you an advanced and then ask you to unload the cargo at the shop to get you full payment. The player is informed that not selling the aug here breaks the trade system and is basically cheating. That is kind of out of game, but right now the only way to get around the fact that there is no way to remove augs from the player within events (the stasis pod research event does that, but its hard coded).
In the end the player will be rewarded for transporting goods from certain sectors to others. Knowing which faction offer and demand which goods will help to maximize your profits. Piracy plays into that as well, letting you acquire goods for free.
Let's see how it could look ingame:
You play the kestrel, which is giving you a lot of cargo space available from the beginning.
The Federation has to survive at all cost! You decide to revert to piracy to finance your escape from the Rebel fleet. You destroy a defenceless merchant ship and receive Consumer Goods (sells for 10 at shops).<!-- The goods that are found at each sector will be randomized, but acquiring goods that are common and sold in the sector will be more likely -->
You get to a shop. They offer Food Rations for 18 (sells for 15 at shops) and Consumer Goods for 12 (sells for 10 at shops) <!-- This is an event. These prices are just examples right now. They will be slightly randomized, but always above selling value -->
You don't get a blue option for sell your own Consumer Goods, because this shop is not interested in them.<!-- Trade events will never buy what they sell -->
You buy Food Rations for 18.<!-- Player will be reminded to make sure that he has enough cargo space -->
You get to have a look at the ship equipment afterwards. You sell your Consumer Goods for cheap to have enough money to buy a weapon.
<!-- This happens in a regular shop window now. -->
You reach the exit beacon and jump to a pirate sector.
You reach a shop. Trader offers to sell [one of about 20 other trade goods].
<!-- This is an event again. -->
You get a blue option to sell Food Rations for 40. <!-- Pirates have little economy or agriculture, they are in demand of this commodity. Types of goods, offer and demand will all be lore friendly. -->
You take the deal and receive 25 as advance. You are asked to transfer the goods to the shop to receive full payment.<!-- Player is asked to sell the aug at the shop. There is a reminder that not doing this breaks the trade system and is considered cheating -->
Limitations:
-Selling requires player corporation, cheating and breaking the trade system is possible every time you sell stuff in events. Just cooperate ok?
-Player has to be sure that he has space when buying, else he has to leave an argumentation behind
-You can't buy and sell during the same event?
-Profit can't be balanced according to difficulty, trading gives the same profit on easy and normal, offsetting the balance a little?