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Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 3:10 pm
by Srul
kcd.Spektor wrote:
But I still need a good icon for it.
And a new icon for scrap would be good also.
Are those decent? First one is for credits, second one is for "scrap"

Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 4:21 pm
by jrb00001
kcd.Spektor wrote:Last time I though it would be too hard to balance everything with 2 currency systems.
I still think it won't be easy - but perhaps there is sense in doing it like so?
What about a single currency and multiple types of wares? There would be a production tree with mining stations, stations converting the minerals to bars or combining bars to intermediate materials and some stations producing systems out of the bars and intermediate materials. Each stations sells it products for a higher price if their stock is empty. The same is true for the resources: The higher the stock, the lower the prices they pay to you. There is AI transporting wares around but you can also earn much money by transporting them yourself. The only use for money is to buy / sell wares.
You can't buy a system from nothing: You (or the AI) need to deliver all resources you need to some station before you can buy the "system ware" from it. You can transport the "system ware" to some other player or you can install it yourself. If you decide to remove an installed system, you only get about 60% of the mineral bars / intermediate materials back. Systems can be upgraded with intermediate materials but you can't remove a upgrade (You need to destroy the whole system and would loose 40% of the materials doing that).
A shipyard works similarly: You need to deliver the wares needed for the production before they can build your ship. The shipyard also offers a service where they will buy everything themselves but they will pay the max price for the wares and you need to wait until the AI decides to deliver the wares. You can also sell your ship for a 10% lower price and buy another one for a 10% higher price. To have a few ships available for respawning players, a shipyard has a background task: Select a random ship from a list and build it (player tasks have always have a higher priority). If you destroy a ship, the loot is 40% of the hull materials and 20% for a destroyed system to 50% for a undamaged system (configurable). A powered on tractor beam system will collect the loot automatically but it takes one piece at a time.
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 4:44 pm
by Srul
jrb00001 wrote:kcd.Spektor wrote:Last time I though it would be too hard to balance everything with 2 currency systems.
I still think it won't be easy - but perhaps there is sense in doing it like so?
What about a single currency and multiple types of wares? There would be a production tree with mining stations, stations converting the minerals to bars or combining bars to intermediate materials and some stations producing systems out of the bars and intermediate materials. Each stations sells it products for a higher price if their stock is empty. The same is true for the resources: The higher the stock, the lower the prices they pay to you. There is AI transporting wares around but you can also earn much money by transporting them yourself. The only use for money is to buy / sell wares.
You can't buy a system from nothing: You (or the AI) need to deliver all resources you need to some station before you can buy the "system ware" from it. You can transport the "system ware" to some other player or you can install it yourself. If you decide to remove an installed system, you only get about 60% of the mineral bars / intermediate materials back. Systems can be upgraded with intermediate materials but you can't remove a upgrade (You need to destroy the whole system and would loose 40% of the materials doing that).
A shipyard works similarly: You need to deliver the wares needed for the production before they can build your ship. The shipyard also offers a service where they will buy everything themselves but they will pay the max price for the wares and you need to wait until the AI decides to deliver the wares. You can also sell your ship for a 10% lower price and buy another one for a 10% higher price. To have a few ships available for respawning players, a shipyard has a background task: Select a random ship from a list and build it (player tasks have always have a higher priority). If you destroy a ship, the loot is 40% of the hull materials and 20% for a destroyed system to 50% for a undamaged system (configurable). A powered on tractor beam system will collect the loot automatically but it takes one piece at a time.
This is too much work for Spektor, and too much drawing for someone else... It also makes owning a station very expensive, it will be impossible to get income from a single little station somewhere at 983:7
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 6:06 pm
by kcd.Spektor
jrb00001 wrote:
What about a single currency and multiple types of wares? ...
Though I really like the idea, I have to agree with Srul:
Srul wrote:
This is too much work for Spektor, and too much drawing for someone else... It also makes owning a station very expensive, it will be impossible to get income from a single little station somewhere at 983:7
But neverthe less - I do have some ideas on how to make buyable stations for the players

and much more

Oh man, I just can't wait to implement what I have in plan for the next update
Srul wrote:
Are those decent? First one is for credits, second one is for "scrap"
I can tell you 3 things:
1. I think they can be better
2. Untill we have better ones I will use these as temporary ones

3. There's nothing more constant than a temporrary thing

Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 6:20 pm
by The_Bear
Can you reply just once.
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 6:24 pm
by Srul
kcd.Spektor wrote:
I can tell you 3 things:
1. I think they can be better
2. Untill we have better ones I will use these as temporary ones

3. There's nothing more constant than a temporrary thing

Better now?

Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 6:28 pm
by jrb00001
Srul wrote:kcd.Spektor wrote:
I can tell you 3 things:
1. I think they can be better
2. Untill we have better ones I will use these as temporary ones

3. There's nothing more constant than a temporrary thing

Better now?

Much better! Although the second one looks more like crates instead of scrap...
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 6:40 pm
by Srul
jrb00001 wrote:Srul wrote:kcd.Spektor wrote:
I can tell you 3 things:
1. I think they can be better
2. Untill we have better ones I will use these as temporary ones

3. There's nothing more constant than a temporrary thing

Better now?

Much better! Although the second one looks more like crates instead of scrap...
That's scrap in crates...
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 7:00 pm
by kcd.Spektor
Srul wrote:
Better now?
Try to make the scrap icon to look like a pile of rubble. a scrap pile
As for the credits - I'm still having doubts about them.
Meaning in FTL the universal currency was scrap - and it is actually logical in some way.
Because Mantises would have no or few use for the money of the federation or the rebels.
I bet each race would have had thir own currency.
But instead there's this universal SCRAP that every race will find use for

So maybe we need to rethink the overall currency.
It should be something that is valuable for all races. Like there was spice in the DUNE game. Or Tiberium in the C&C games(if I'm not wrong).
I was thinking it would be great if we can somehow make the Tachyons utilized as currency.
Tachyon energy captured and stored in something like Tachyon cells and that is what is used by everyone.
Because for example these Tachyon cells are used in making of the hyperdrives.
Any other suggestions?
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Mar 18, 2016 8:20 pm
by Srul
kcd.Spektor wrote:
As for the credits - I'm still having doubts about them.
Meaning in FTL the universal currency was scrap - and it is actually logical in some way.
Because Mantises would have no or few use for the money of the federation or the rebels.
I bet each race would have had thir own currency.
But instead there's this universal SCRAP that every race will find use for

So maybe we need to rethink the overall currency.
It should be something that is valuable for all races. Like there was spice in the DUNE game. Or Tiberium in the C&C games(if I'm not wrong).
I was thinking it would be great if we can somehow make the Tachyons utilized as currency.
Tachyon energy captured and stored in something like Tachyon cells and that is what is used by everyone.
Because for example these Tachyon cells are used in making of the hyperdrives.
Any other suggestions?
Tachyons can be stored into storage cells that can be sold for loads of money, and used to instantly charge hyperdrive. A unique currency for each race is cool, but we will need *cough* realistic *cough* exchange rates system. Universal currency can be electronics, that can be also used to upgrade systems.