The Vault: A Trading Idea, But Keeping It Roguelike
Posted: Tue Sep 25, 2012 11:20 pm
I think FTL is perfect as is, even if it never gets another update, but here's a potentially fun trading idea. Unlike some other trading ideas I've seen this doesn't change the format of FTL at all, it remains a roguelike game with a fixed ending. This would only add a new kind of room and strategic consideration. Maybe this would work best just as a mod, I'm sure people will have different opinions.
The Vault
The vault would be a new room type meant for holding valuable trade goods. Some ships could come with a vault, others would have to get one installed. Vaults would not use power, and without cargo it would behave just like an empty room.
You would be able to buy trade goods in stores, which would add a number of durability bars to your vault. The number of bars would vary depending on the cost and fragility of the cargo. Unlike other rooms damage to cargo cannot be fixed, and if the last bar is destroyed the cargo is lost (although the vault remains for next time).
Assuming it's still intact, you could sell off the cargo at any store. However here's where cargo becomes a gamble. The price you get for selling the cargo increases the further you are from where you bought it. If you sell cargo in the same sector where you bought it, you'll incur a steep loss. If you sell it in the next sector, maybe you'll break even. If you can sell it the sector after that, you might make a 50% profit. Then a 100% profit. And so on. The longer you hold onto it the more profit you can make. And the amount of profit would also vary depending on the size of the gamble, with costlier and/or more fragile goods earning more than cheap and durable ones.
So essentially cargo is a gamble. You're investing scrap in hopes of a future profit, rather than using it right now to upgrade your ship or pay for repairs. If you can deliver the cargo safely you might end up more powerful in the long run. If the cargo is destroyed you'll lose everything you spent.
It also presents some new interesting tactical choices. Do you spend more time fleeing battles, hoping that the profit your cargo earns you counteracts the loss in victory loot? Could that make it worth it to focus on upgrading your engines for quicker escapes, or will that leave your other systems too weak for the boss? When your ship catches fire mid-battle do you send a crewman to put out the flames in your shield room or your vault?
The vault might require more calculated choices when selecting which sector to jump to. Perhaps one kind of cargo can command a higher price from slugs, so it makes sense to plot a course that takes you through a slug nebula. And do you aim for the nearby slug nebula to sell off the cargo quickly, or aim for the distant one to try and earn more of a profit? Maybe another kind of cargo is illegal in Zoltan space, cannot be sold in those sectors, and has a chance of giving you harder enemies there.
And of course, specific kinds of cargo can open up additional blue options and enable quests. For example, maybe a colony needs the terraforming equipment you're carrying. Do you give away your cargo and hope the reward you get from the colonists is worth more than the scrap you invested? Maybe a mantis pirate will let you leave in peace, but only if you surrender the platinum in your vault. What do you decide?
The Vault
The vault would be a new room type meant for holding valuable trade goods. Some ships could come with a vault, others would have to get one installed. Vaults would not use power, and without cargo it would behave just like an empty room.
You would be able to buy trade goods in stores, which would add a number of durability bars to your vault. The number of bars would vary depending on the cost and fragility of the cargo. Unlike other rooms damage to cargo cannot be fixed, and if the last bar is destroyed the cargo is lost (although the vault remains for next time).
Assuming it's still intact, you could sell off the cargo at any store. However here's where cargo becomes a gamble. The price you get for selling the cargo increases the further you are from where you bought it. If you sell cargo in the same sector where you bought it, you'll incur a steep loss. If you sell it in the next sector, maybe you'll break even. If you can sell it the sector after that, you might make a 50% profit. Then a 100% profit. And so on. The longer you hold onto it the more profit you can make. And the amount of profit would also vary depending on the size of the gamble, with costlier and/or more fragile goods earning more than cheap and durable ones.
So essentially cargo is a gamble. You're investing scrap in hopes of a future profit, rather than using it right now to upgrade your ship or pay for repairs. If you can deliver the cargo safely you might end up more powerful in the long run. If the cargo is destroyed you'll lose everything you spent.
It also presents some new interesting tactical choices. Do you spend more time fleeing battles, hoping that the profit your cargo earns you counteracts the loss in victory loot? Could that make it worth it to focus on upgrading your engines for quicker escapes, or will that leave your other systems too weak for the boss? When your ship catches fire mid-battle do you send a crewman to put out the flames in your shield room or your vault?
The vault might require more calculated choices when selecting which sector to jump to. Perhaps one kind of cargo can command a higher price from slugs, so it makes sense to plot a course that takes you through a slug nebula. And do you aim for the nearby slug nebula to sell off the cargo quickly, or aim for the distant one to try and earn more of a profit? Maybe another kind of cargo is illegal in Zoltan space, cannot be sold in those sectors, and has a chance of giving you harder enemies there.
And of course, specific kinds of cargo can open up additional blue options and enable quests. For example, maybe a colony needs the terraforming equipment you're carrying. Do you give away your cargo and hope the reward you get from the colonists is worth more than the scrap you invested? Maybe a mantis pirate will let you leave in peace, but only if you surrender the platinum in your vault. What do you decide?