Banks and badies

Post ideas & suggestions you have pertaining to the game here.
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Aury
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loans are rather silly for pilgrims on their way to the core... (like the insurance)
Why would you loan someone money when you know they are more likely to get killed through their own means? (especially since no pilgrims so far have managed to get past heretic, or any of the other blockaded systems so far.

-could possibly work in a TC that does not use the D&O plotline (where the player is not a pilgrim)
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RPC wrote:You don't have to. People have a choice on whether or not to journey to the Core. It's just that if you decide not to, you'd have to stop playing because the topology is linear.
I was talking about the game lore, and the Word of George is that the player is compelled to travel to the core. In D&O the player must travel to the core, or die trying.

Again, I'm not speaking about the actual gameplay, here. Just the lore and story behind it, which all suggested ideas for the stock game have to be weighed against. I don't think there's really anything more for me to add to this.
Chase
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True. Still it would be quite cool as a mod. Anyone up for the challenge?
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stealthx
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RPC wrote:As for banks: here is how I'm envisioning it:
Doable:
1. "accounts". You could have an account with interest. You deposit some money and then it accumulates over time.
2. "loans". The player could decide to put up stuff in their cargo hold as collateral and leave then in the station for a loan to the max of 120% (this is an arbitrary number by the way) and CANNOT exceed the value of the playership (also used as collateral). The bank could enforce this by sending enforcers with virtual equipment (so the player can't steal it) and the equipment on the enforcer is three to five levels higher.
Iffy:
I'm a bit iffy about the salvage part because I primarily don't want to lose my ship to them (especially if I can't pay!). Although I like the dockscreen part. That could be another method the Corporate enforces their loan :twisted:
Probably not Doable:
4. Stock Market. We'll need an economist to consult to do this, after making some random guesses on how the Transcendence economy works :D
Don't forget that we can rob it as well. :twisted:
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Chase
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All to cool!!! How about we make the stock market a 'challenging' thing to invest in. Meaning, that you have multiple companies you could invest in, most of them small promising businesses, and a few rare large businesses.

Also companies can have 70/40 percent chance of failure. And hackers are a real threat, especially before st.K's.
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I just read this topic. And I think that can be really intresting ! It will be VERY USEFUL to my new (secret - sic!)
Manhattan Project mod :!: :twisted: :D :mrgreen: :idea:
Many thanks for so much great ideas my friends :P Love this forum :wink:
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If you do do this project(or if anyone does), please,please,PLEASE! Give me one ounce of credit for the idea. :mrgreen:
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Banks and baddies mod. (credits to Chase)
I guess I'm going to work on it. Please contribute what you can, as it will make the completion of this run faster.
Numbers 2 and some of 3 are pretty doable.
Here's what I need:
Banks:
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
EI500
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:
A. Account
I'd like a suggestion on the formula for accounts.
B. Loan
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:
Baddies:
4.faulty loans:
after you leave, in X seconds, you lose the credits you loaned as well as whatever you put up for collateral
5. scam:
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.
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Aury
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I would suggest creating a thread for your mod idea in the drawing board.
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Chase
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Right, will do that now.
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RPC
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Ok guys, it took a while, but Banks and Baddies are done!
Banks
Baddies
(P.S. If you think Baddies is really hard, I'm willing to make it easier. Just saying :P )
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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