.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Ibology > Approaching Infinity

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #9  
Old November 3rd, 2014, 11:01 PM

ibol ibol is offline
First Lieutenant
 
Join Date: Oct 2003
Location: Habablab PA - that's too funny to change
Posts: 717
Thanks: 120
Thanked 167 Times in 111 Posts
ibol is on a distinguished road
Default Re: General Discussion

Hi, again, Dubious,
Sorry for the delay but I didn't want to answer until I could really address that whole "commodities pricing" issue. It' true, there are a lot of discrepancies with the existing commod price system.

I have struggled with balancing predictability vs. randomness, and prices increasing meaningfully over time and over space, etc.

But I think I now have a mathematical model that will fill the need nicely... I just have to try it out...

You mentioned "tracking the prices at each location". In general, I have shied away from this , because it would take out all the gues work and tension involved with decisions like "do I risk making another run between x and y, or has my luck run out". It would skew the game very much toward being strictly trade-centric.

with my new method, I may be able to provide hints or glimpses of prices...
"raw ore hits an all-time low in sector 33" , etc.

Docking Fees are based on your current total $$, but are capped per sector.

"Clock": all actions take one turn. (except docking at a station might take more). there is no real significance to the star date, other than providing a spacey way of obfuscating your moves counter

"Cloak": you actually pointed something out to me: it was indeed possible to cloak, and then remove the cloak, thereby giving yourself a shield. That was not intended, and is now fixed. You remain cloaked as long as you take no significant action. shading is the only way to tell, but you do get a sound and a message about events that decloak you.

"speed" (of your ship/equipment/landing party/etc.) do not effect clock ticks. BUT every entity has a "speed" counter, and if you are fast, you will get more turns than they do (they will appear to stand still). A turn is a turn. (so in fact, it should technically effect how much time passes, but that is a minor cosmetic issue, and I don't intend to change it) (but now you've got me thinking on how to do it)

"Spacesuit DR (damage reduction)" : damage reduction refers to environmental damage, ie the damage caused by just being on a certain kind of planet (corrosive, molten, etc.) . it is considered to be intrinsic in combat calculations, but it will never reduce damage to zero.

"Warping" is instantaneous (consumes no time , or possibly one turn)

OK, thanks,
and will keep you updated on the pricing thing.
Bob
Reply With Quote
The Following User Says Thank You to ibol For This Useful Post:
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:37 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.