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

Posted: Thu Sep 27, 2012 1:19 pm
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.

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

Posted: Thu Sep 27, 2012 2:35 pm
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?

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

Posted: Thu Sep 27, 2012 2:38 pm
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).

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

Posted: Thu Sep 27, 2012 7:01 pm
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.