Post-NSF Op Rehash: Discussion

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jouldax
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Re: Post-NSF Op Rehash: Discussion

Post by jouldax »

So what would you propose to get people out of fed considering we can't implement fed busting?
Pickles
Quiet One
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Joined: Thu May 02, 2002 1:52 am

Re: Post-NSF Op Rehash: Discussion

Post by Pickles »

Fed parking permits, as almost implemented by an unnamed coder towards the end of his madness on beta.

Basically you pay the local government (or the Fed at Fed HQ) for their protection. Race relations determine if you can buy and how much you pay. Once the time on your protection runs out (changing relations dynamically changes the time left) you lose protection. Probably want to make it possible to buy remotely to prevent people camping the HQs.

Consequences:
If you hunt one race too much you better find somewhere else to park.
Monetary drain makes planet landing more attractive.
Running an alliance from Fed becomes less practical.
Politics takes on a new aspect (a war vote means people better move parking spots).
An incredible amount of bovine manure from players.
Pickles
And when his armies reached the coast; and he beheld the sea; and comprehended the breadth of his domain; Alexander wept, for there were no more worlds to conquer.
silverx2
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Re: Post-NSF Op Rehash: Discussion

Post by silverx2 »

how would it work early game when money is at a premium? does it scale into later portions of the game when money is abundant?
i killed orca.
Pickles
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Joined: Thu May 02, 2002 1:52 am

Re: Post-NSF Op Rehash: Discussion

Post by Pickles »

Well the modifier would include your total relations with the race, the price of your ship and some value for holds per hour or damage per hour depending which is relevant to the ship. I'd probably throw in aging of relations as well so your relations with a race will drop if you don't do something nice for them in a while.

Early game with people running around in cheap ships it probably wouldn't cost too much. Once they're swapped out with PSFs and mid-level racials the price can be ramped up to be only slightly cheaper than constant ship swapping.

In theory there should be less money in the game with people ship-swapping or buying permits. In practice though that's only going to affect early/mid game because as we all know money becomes irrelevant late game (but then the game is usually dead by then anyway).

If you want to make a start at solving the money problem then fix demand for goods. High demand should mean high price, low demand should mean low price. If you sell into ports with low demand you shouldn't be getting the highest price. Since that would seriously impact the effectiveness of alliances creating long/protected routes you might have a fight on your hands to push it through.
Pickles
And when his armies reached the coast; and he beheld the sea; and comprehended the breadth of his domain; Alexander wept, for there were no more worlds to conquer.
Astax
SMR Coder
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Re: Post-NSF Op Rehash: Discussion

Post by Astax »

I like a lot of what silverx2 has said... at the same time the game problems are very complex. Trying to fix the game by altering one aspect of it (which usually is one people feel is easiest to manipulate) will not work miracles. Drastic changes are necessary :)
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