mifriis / edge-of-kuiper

Textbased space rpg somewhat based on real science
Other
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Commodity system #19

Open mifriis opened 3 years ago

mifriis commented 3 years ago

Industry around our solar system needs ressources and people need products. The more in demand these are the higher the price should be.

There are a hundred different ways to create this. In the game https://store.steampowered.com/app/201310/X3_Albion_Prelude/ (and the other X3s) this is done more "fixed". Stations are allowed to invent ressources to keep going if parts of the simulation is failing them. In https://store.steampowered.com/app/392160/X4_Foundations/ this is not the case, and everything from ore, food and microchips eventually gets combined into warships. If the war stops, the economy stops (maybe a bit too realistic?). Reddit did a nice analysis of this issue: https://www.reddit.com/r/X4Foundations/comments/n992pv/economic_analysis_of_x4_an_economy_stimulated/

So where do we want our commodity system to begin? Keep in mind that currently when you log back into the game, all the simulation of what happened up until that point, since ouy left has to happen during "load".

I suggest keeping it simple, extendable with more types of commodities and making it possible for events to influence the prices.

An event that could change the pricing could be famine on a big spacestation with lots of people. Could be a new station being built and they need a lot of steel. Could be a big transportship going missing, leaving unfufilled orders.