Trading Missions

Post ideas & suggestions you have pertaining to the game here.
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Betelgeuse
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Burzmali wrote:
I'm fairly sure someone already said this, I think Betel, but what if you didn't want to go to the Galactic Core?
That's like playing Super Mario Brothers and saying that you don't want to save the princess, and then complaining that the time limit prevents you from farming goombas and buying a castle.
I stopped playing Super Mario Brothers years ago. Not because it is a bad game but because it doesn't haven't great replay ability. This game wants to have great replay ability. One way of doing this is giving the player many ways of doing the same thing. Another factor would be making the player use different things every game (by making everything rare or time consuming to get). but these things really belong in a different thread please make a new one or use one of the ones I just posted.

Back on topic I would rather have it not in mission format but things that you have to explore and look for deals. The risk would be that you wouldn't be guaranteed that you could find a place to sell your stuff at a good price.
Crying is not a proper retort!
Boris the Cat
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How about setting it up in such a way, that instead of missions, you go into the station bar, chat up ol' Johnny Tradestoomuch, and he drops a hint that some station (X) in another system is really in need of commodity Y, and will pay Z credits for it, which happens to be 10x market value, or something like that. Then, via some fancy dancy script, station X has its buying price adjusted for commodity Y. It's then up to the player to find said station - and when the player finally does, he gets a special greeting, so that he knows that he's come to the right place.
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goat not sheep
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And the stations better not spawn right next to each other...
>.<
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FAD
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george moromisato wrote:Thanks, everyone, for posting feedback to the thread about re-stocking stations ~~~~~~~

E. Can you think of other kinds of trade missions?
Here's a mission idea that also falls into the restocking and trading categories...perhaps even for a future release when it becomes possible to run missions from system to system.

What about having the fueling depots "post" delivery missions that request delivery of fuel rods? The code could check to see what reactor the player has installed in order to determine which fuel rods to deliver, so as to not interfere with accepting the cells the player needs.
Upon a successful delivery, the payoff could be either a payment (naturally a lower price per fuel rod unit) or, offer a discount price for the fuel rods the player currently needs.

Someone has to keep the depots restocked and by the time you get a 1 GW reactor, some of the older fuel rods are practically useless anyway and aren't worth looting. This could give the player an incentive to do more trading. And, since there's been a lot of complaints about not being able to find the type of fuel needed, this could also help curb that problem as well. And of course there should be a risk factor with pirates geared to intercept the mission.
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