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Team:
Rank: Main: Ununoctium Level: 5960 Joined: Fri Aug 14, 2009 5:27 pm Posts: 1773 |
Could a dev or some such please tell me how terrible this idea is?
_________________ Space for rent! |
Thu Mar 15, 2012 1:25 pm |
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Main: Spatzz
Level: 3104 Joined: Mon Jul 27, 2009 12:40 am Posts: 3122 |
Sounds impossible to implement/code.
Tons of ideas are great, 99% of them are not possible/worth the time though. _________________ JeffL wrote: Come have sex with me in space, my lord |
Thu Mar 15, 2012 1:31 pm |
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Team:
Rank: Main: Ununoctium Level: 5960 Joined: Fri Aug 14, 2009 5:27 pm Posts: 1773 |
So, people are talking about the economy again- thought I may as well ressurect this. Even if the suggestion as a whole ultimately proves to be untenable, I'm sure it'll give someone ideas.
_________________ Space for rent! |
Thu Oct 24, 2013 3:51 pm |
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Main: Lykesis
Level: 1177 Joined: Fri Feb 24, 2012 3:52 pm Posts: 604 |
Not many suggestions are impossible, just devs say that cause they cba With the amount of coding required to implement said suggestions.
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Thu Oct 24, 2013 8:33 pm |
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Team:
Rank: Main: Ununoctium Level: 5960 Joined: Fri Aug 14, 2009 5:27 pm Posts: 1773 |
Bump for recent talk on metal industry alternatives.
_________________ Space for rent! |
Mon Feb 01, 2016 9:04 am |
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Dev Team
Team:
Rank: Officer Main: yclept Level: 2002 Joined: Wed Mar 14, 2012 11:47 am Posts: 534 |
This was a really cool suggestion (from back in 2012, wow!). I think it aligns pretty well with the current plan, which is to demystify colonies a little bit (make them more accessible to new players) and also expose some of the working parts of the income process (instead of having most of the work done on the surface of planets, away from the actual game space).
The only thing the current project doesn't really engage with is the concept of AI trading being a main link in the income process. I'm not saying that's a bad idea by any means. I just don't think the game is currently set up to support it in a good way. It's too hard to protect your "domesticated" AI from random acts of player aggression. At the end of the day, dev projects that don't require a ton of new code are much more likely to make it live, so that would be the main reason we aren't pursuing this kind of design right now. I should emphasize that the current project in no way nerfs colonies. However, it will provide a complex yet accessible alternative that many players may end up preferring. _________________ Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. |
Mon Feb 01, 2016 9:14 am |
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Team:
Rank: Main: Ununoctium Level: 5960 Joined: Fri Aug 14, 2009 5:27 pm Posts: 1773 |
The AI part could be replaced with player trade slaves; they were due a rework anyways- I think Jey had similar plans. Hopefully even if cooler/complex coding stuff can't be done now, a similar system could be made that gives us that option in the future.
They might not be as relevant, but I went ahead and linked the rest of my suggestions on the topic just to give you some more ideas. Intergalactic Trade Hubs HoopLands The Frontier DG loot's use in industry (Also covered in "Intergalactic Trade Hubs") _________________ Space for rent! |
Mon Feb 01, 2016 9:28 am |
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Dev Team
Team:
Rank: Officer Main: yclept Level: 2002 Joined: Wed Mar 14, 2012 11:47 am Posts: 534 |
We will definitely be giving player trade slaves a substantial role in the project. I don't mean to be mysterious but I prefer to wait on revealing specifics until the project is closer to completion.
_________________ Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. |
Mon Feb 01, 2016 1:05 pm |
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