Station Resource Generation

Post ideas & suggestions you have pertaining to the game here.
Drako Slyith
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Would you consider putting this in Sandbox as well? One of the main things it needs for continuous gameplay is the dynamic economy explained here. It would be a great help.
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Amariithynar
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I am no coder, sadly. Take what you will and use it however you want.
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Something I would like to see in this thread would be a list of stations, what they would provide, and how long it takes them to provide it.
Buy and sell prices would also work. Once this is done, then the rest would be to put it in code.
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Amariithynar
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Stations already have a set range of items they can generate when they are spawned. A very simple way of doing this is to simply have them every so often have a cargo ship gate in, with a randomly generated amount of items according to the station it's heading towards. It docks, unloads them, a portion of the station's items are transferred off (removed, and the same script calls that those get generated onto the cargo ship's inventory), and then it heads back and gates out.
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blizgerg
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Amariithynar wrote:Stations already have a set range of items they can generate when they are spawned. A very simple way of doing this is to simply have them every so often have a cargo ship gate in, with a randomly generated amount of items according to the station it's heading towards. It docks, unloads them, a portion of the station's items are transferred off (removed, and the same script calls that those get generated onto the cargo ship's inventory), and then it heads back and gates out.
Freighter raiding in that scenario sounds lucrative.
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Amariithynar
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Freighters realistically shouldn't be escort-less along unsafe trade routes. In the first system or two, that's when tthey might be easily gankable... but the items available are piddling in comparison. however, it would let you get started on the path of black marketeering and outlawism in general. Anything from a level 2 system and up should be escorted by a ship at least equal to twice the power of what the player is expected to be at by that point.
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alterecco
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The TrafficBehaviour paste i posted contains code that spawns freighters in systems and has them travel to stations, delivering goods. The freighters have escorts depending on the value of the cargo. It is not a complete mod, but it could be something to work from.
Amariithynar
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Like I said, I'm nota coder myself; If RPC or anyone else wans to take the code bits Alterecco provided and wants to try and make them intoa fully fledged mod, please, do so.
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Prophet
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It can be done and the attempts were very close (and alot of fun)

however

it will never be in vanilla.

The gameplay design intentionally does not include station restock.
Not every item is available in every game, if stations restock, that mechanic is moot.
Not to mention all of the infinite credit loops that would crop up...

Coding the mechanics for restocking is very easy, making it interesting, fun and balanced is a monumental task!
(Not to say that I won't try it again sometime)
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It would be logical to assume that once you destroyed the stations in a system that trade and 'safety' would increase in that system thus 'better' stuff could/would make it to that system.

Korolov Shipping missions hint that the pirates will return, after you join the squadron that flies out way into the outer system to takeout the main pirate stronghold. Yet going back to those systems that pirate strong hold never returns and of course that Korolov Shipping station doesn't have more work for you.

One of the signs of a sense of security in a system that has been 'cleaned up' of enemies would be a better/faster/stronger economy. The more systems 'cleaned up' should lead to more and more trade, more cargo ships plying the space-ways between the systems that have been 'cleaned up' Thus once you do find the system with multiple gates and gating all the way back to Eridani, one should find that the economy is much stronger than when you first were there way back at the beginning of your life (the game).

As far as I can tell, there really is no reason to gate back to Eridani once you have cleaned it of pirates, sort of a waste of a gate in that multigate system.

It would be nice to see 'growth' of those systems you helped to clean up, returning back to the system where the Korolov Shipping station was destroyed to find it repaired with other stations 'spawning' say residential stations, and higher level stations from systems further up the chain that you have cleaned up of enemy.
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@Wraithwynd
I totally agree and the entire Eridani system is wasted by it's limited amount of motivation to get the player to back-track:
Korolov is filled with Spies and Conspiracy, the directors are on the take : and the traffic code has a minor issue ;
besides being locked to the Pirates.
I fixed that in my Masak Shipping Company : but I can not do anything for Korolov ( I do not Over-Write anything ).
My Gnome Shipping company ( not out yet ) is pirate based like Korolov : but the pirates are stronger and the credits are good : and the ship you escort does not fire it's weapons ( i still do not know why but it works for my plan)

I read of a pilot that hit an agriculture station while defending it: lost out on the reward of 5K (?)...
MY Ag stations offer 15K..but I added a few tricks: had to : 15K is STILL 15K.
Stronger economy.....as in if ArcoVaugh Habitat destroyed....syscreate ( something? ).....Ill experiment with this .
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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