this consists of a few elements / has following implications:
1. EVE-like itemization:
* everything is an item and uses up cargo space; your inventory shows items in your ships' cargo space.
* if a player is inside a sector, everything is tracked.
* if no player ships inside a sector, this is simulated / extrapolated - just needs to be plausible rather than 100% correct.
* once a player ship enters a sector again, the simulated economy and their items are then being extrapolated and tracked.
2. Stations don't just "randomly" spawn commodities / equipment:
* When initially exploring a populated (= stations present) sector, those things are procedurally generated, of course.
* Once a sector has been explored, every item is tracked and shipped to / from stations in crafts;
3. Looting
* if the station or ship blows up, some items (maybe by volatility and fragility) can also blow up, so might not get full loot; but can salvage to get raw resources.
* "secure container" can only hold x amount of cubic space, and take up 1.3x their storage capacity in the ship's / station's cargo hold.
* secure containers prevent items from being blown up when the ship / station is being destroyed.
* secure containers exist in various sizes and are bought at trading posts / smugglers / military outposts (more secure ones, see next).
* secure containers also require a separate item, which is the lock.
* various security levels of locks exist, making them less / more difficult to hack.
* secure containers can also be "broken into" (shot at), but then items inside can blow up, just like when a ship blows up and the items were not stored inside a container.
Suggestion
max2veg
this consists of a few elements / has following implications:
1. EVE-like itemization:
* everything is an item and uses up cargo space; your inventory shows items in your ships' cargo space.
* if a player is inside a sector, everything is tracked.
* if no player ships inside a sector, this is simulated / extrapolated - just needs to be plausible rather than 100% correct.
* once a player ship enters a sector again, the simulated economy and their items are then being extrapolated and tracked.
2. Stations don't just "randomly" spawn commodities / equipment:
* When initially exploring a populated (= stations present) sector, those things are procedurally generated, of course.
* Once a sector has been explored, every item is tracked and shipped to / from stations in crafts;
3. Looting
* if the station or ship blows up, some items (maybe by volatility and fragility) can also blow up, so might not get full loot; but can salvage to get raw resources.
* "secure container" can only hold x amount of cubic space, and take up 1.3x their storage capacity in the ship's / station's cargo hold.
* secure containers prevent items from being blown up when the ship / station is being destroyed.
* secure containers exist in various sizes and are bought at trading posts / smugglers / military outposts (more secure ones, see next).
* secure containers also require a separate item, which is the lock.
* various security levels of locks exist, making them less / more difficult to hack.
* secure containers can also be "broken into" (shot at), but then items inside can blow up, just like when a ship blows up and the items were not stored inside a container.
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