1. Override insurance to include dock services. (I think there's a mod on Xelerus that covered this already.)
2. Since many forum-goers don't like the whole Pilgrim start, why don't we get a merchant start instead?
it would be
start at St. Kat's inbound gate
20000 credits to start.
have the normal random consumables for the EI.
3. I want to eliminate buy/sell limits, but it seems too abusable. Modifying them to buy after a while would seem more appropirate.
3a. For a simulated economy, I'd also like to make a "merchant event handler" that is basically a ship that follows the "buy low, sell high' technique.
3b. We could also have stations produce things.
That would mean that:
Ferians & mining colonies: produce ore
I'd also like the Ferians to buy food.
Ice farm: consumables
St.Kat's arcology: the incandecent stuff.
Factories: more consumables
argricultural colony: food
fuel depot: more fuel
However, we'd have to be careful on how to fine-tune both:
modifying buy/sell timers
how fast stations produce items
I'd probably have to work on the Bank station if nobody else is interested in working on Dockscreens.
The bank station would include the following:
I'd like a suggestion on the formula for accounts.
Same as account, and I need to think up of ways to enforce the loan, mainly enforcers and the crazy scary guys in the dockscreen.
C. Commodities Exchange
basic commodities exchange
D. Dock Services
basic dock services
Now for the fun stuff... the baddies:
after you leave, in X seconds, you lose the credits you loaned as well as whatever you put up for collateral
worse than faulty loan. You lose X credits every Y time has passed and you have to report to a bank to fix it.
6. Credit drain:
it will be an encounter where some ship uses a quantum CPU to steal credits from your ship to turn into credit ROMs in their cargo hold. (this is why having a bank account is handy!)
7. Stealing stuff:
Very cruel and awesome at the same time. It will a be a weapon that a pirate fires a weapon and then 'latches' onto you as an overlay.
There, several things can happen depending on your luck:
1. You lose things from your cargo hold
2. Worse: the overlay invokes a dockscreen that tells you that the hull has been breached and you have been taken hostage (you can pay all your credits and they let you go).
Then, if I want to be really evil, instead of paying, they steal your ship and you turn into their pirate sovereign, pressed into service and forced to work in a Corsair II.
Naturally, I could also do this with the Sung and make the player forced to work in a Wind slaver.
I'd like to develop missions/ expand on this, but I'd like to get the banks part worked out first.
Update. I've got some help in getting the bank station done. That lets me work on the fun stuff... the baddies
I'm thinking of just leaving #3 alone until I actually have an idea on how a real economy works. It's just that from finishing the game, I tend to find something like this:
and it just bothers me that the Pilgrim is a genocidal maniac and is pretty much a floating arms dealer. I'd like to be able to provide an alternative to random killing in this mod, but I have no idea how to balance #3 in such a way that people can't abuse it.IceMephit's Recent Win wrote:COMMERCE
Profit on arms 1,123,692
Profit on goods and materials 146,012
Profit on luxury goods 38,733