New Goods

New features that have been submitted via forum or in game that require more information, or further discussion.
Prince Valiant
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New Goods

Post by Prince Valiant »

lvl 1 goods- food, Iron-ore, slaves, liquors(admins for testing)
lvl 2 goods- Computers, Titanium, weapons, machinery, precious metals, medicine
lvl 3 goods- Luxuries(crystals, gems), Narcotics, Dueterium, Robotics


also algnment restrictions which curufir can explain
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JettJackson
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Post by JettJackson »

I like the fact that we are adding more good to trade it will open trading and routes up much more
JettJackson
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Post by JettJackson »

thats interesting ultra Good goods i think that might add a whoile new aspect to the game
Prince Valiant
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Post by Prince Valiant »

STEBO48858 wrote:thats interesting ultra Good goods i think that might add a whoile new aspect to the game

dont say that much but it would be a nice addition
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Kahless_
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Post by Kahless_ »

i'm not sure that we need all that many more goods. We are still running on a very low player base and i dont think we can expect massive increases when smr2 kicks off.
At the moment, the limited amount of goods is an important factor of the game. Add more goods, traderoutes become undrainable and stuff like that.

Not too sure about the idea of "good" goods..Unless major changes are being made to the federal and underground governemtns, implementing trading bonuses for "good" traders would unbalance the system..
Anx-
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Post by Anx- »

I agree with Kahless
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RandyOrsolo
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Post by RandyOrsolo »

It could be balanced - maybe just make medicine slightly worse then lux, but having it gain supply/demand faster (seeing as medicine is always needed), or have a higher value in neutral galaxies.

I like the idea, let's see where we can run with it.
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Penglund
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Post by Penglund »

I like the agree of having medicine regain s/d faster. I think that could be an interesting development if we have faster or slower s/d for goods.
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Re: Goods

Post by RCK »

Requires discussion
seldum
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Re: Goods

Post by seldum »

^ see Kah's post: as it stands right now routes are next to undrainable, and "super routes" are easily built (or luckily found ready made because someone made a bad map)
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