Re: Question: trade routes, possible to mod?
Good advice Phoneix!
I was wondering if one could do something similar, but instead, make multiple "space docs". If you look in the txt files, there is a seperate entry for each space dock (terran, pirate, alien, etc.)
I think you can add extra entries in here- so you could have terran1-spacedoc, terran23456789-space doc, and then add each specific space doc to a planet or system. You can then add, delete, or specify what appears in this type of spacedoc, and what the chances are of certain items appearing.
When creating systems, you specify which planets are inhabited, and what is available to the player when they visit (like if a spacedoc or a ship yard are available).
So you could list these space docks (or whatever you want to call them)
Some suggestions for space dock labeles (space docks are the equivelent of stores)
Outpost= bare minimum of things, exspensive. Everything is in high demand here, so prices are right for the seller, bad for the buyer.
Research station= non-weapons, or exotic-hard-to-find-weapons, exspensive. Can find artifacts here (people study them?)
Military base= weapons, armor, shields, etc. Need some type of permit to buy from them (or requires a bribe- is this moddable?).
Commerce store= general stuff, general price. Pays well for illegal contraband.
Pirate's Den= weapons, exotic ships, contraband, exotic weapons (rare appearence though).
Resort= general stuff, no weapons, illegal contrband for sale (lesiure=lax law)
Phong's Head Cantina....?
This is a little aside, but I was disappointed not to see some type of 'bar' in the demo (is there one in the full?) I thought it might be a good way to hear "rumors" (which you pay for) and get special missions, cargo runs, etc. Or you can buy one-of-a-kind-items, or just have story lines run through meet-ups at the bar.
It might add a bit more to the depth of gameplay...
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