Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Neogambit

#1
This game is so amazing, and I think it needs a lot more publicity. 
I have a suggestion to perhaps go with some "free" publicity by
giving copies to some of the Twitch / Youtube personalities.  I have seen Scott Manley on Twitch playing games of this style, and he is a very well known and respected name on the streaming circuit.  I know advertising costs money typically, but in this case it could help put some spotlight on this awesome game, and hopefully boost sales.
#2
Wow, I see what you mean by that being a huge undertaking.  I think I kinda have the trading thing figured out to a degree.  I see in the Store menu, items have a "Default" price set, and then you can see what the product is being bought/sold for.  This gives you an idea of what is/isn't profitible.  The only thing I don't get, is what affects the station prices.  Perhaps some more description could be put into the tutorial, to help out newer players? 
That being said, and having to re-think my idea to a simpler concept, perhaps something like this would be a little easier, since its more of a quest-type script.
I have seen terminals in some outposts, but they never seem to do anything.  Perhaps having an option for Trade News like the following:
      ===Outpost Scion III in the Trabula system is in dire need of Medicine===
  Then have that particular outpost be paying higher for medicine, until it reaches "X" amount. 
On the flipside:
    --==Outpost Sojourn I in the Vega system is overstocked on Electronics==--
  Now players know where a good source of cheap electronics are. 

Taking it a step further, perhaps there could be trade contracts offered at these terminals, as traders do not get XP as per pirate hunters and miners.  They could grab a contract like "Deliver X amount of X to the Denub III outpost in Hanzo sector, offering X amount per unit".  Then it leaves them to find out where to purchase that resource for cheap, and they can predict in a sense what the profit margin is.  Once the product is delivered, they can receive a certain amount of XP, like a miner / hunter would.
Would something of this nature be a little easier to implement?
#3
First of all, I absolutely love this game.  I accidentally came across it recently while looking for a new game to get into.  I can't believe I had never heard of it, this is exactly what I've been looking for in a game for such a long time.

Now for my ideas for improvement.  If I manage to figure out how to mod the game, I might work on the trading system.  Perhaps the devs will read this and go with it.  Either way,  I feel that the trade system needs some love and polish in order for it to feel as fully fleshed out as the rest of the game.  Right now, it feels like the trading system was just kind of a rushed in feature, and it doesn't make any sense as to how the economy is ran.

1. Bases with a purpose.  Ideally, each base would have a primary import/export that they deal with.  Secondary goods would also be in demand as well. (Food, water, medical, etc)
  A. Mining outposts would deal with refining ores into metals used in other outposts (armor, weapons, electronics, etc)
    Export: Refined materials (Metal parts, silicone parts, etc)
    Import: Food, Water, Fuel
  B. Shipyards / Military outposts / Outfitters would deal with making ships, weapons, and upgraded parts.
    Export: Ships, Weapons, Upgrades
    Import: Metals, Electronics (also Food/Water secondary)
  C. Agricultural Outposts *NEW* These are the farmers feeding the bellies of the sector. 
    Export: Food
    Import: Water, Dirt/rock
  D. Science Labs - These people are the brains of the operation. I would like to see these setup as medical facilities. In the event you die, you respawn at the closest one.  Perhaps there are medical experiments they can perform -for a fee- to enhance your character (boosted learning, faster reflexes, etc)
    Export: Medical supplies (needed everywhere)
    Import: Alien artifacts, food, water, electronics
  E.  Fuel Arrays (borrowing from Cores Gas Collector mod) will collect
hydrogen from the sun.  Need water to keep everything cool, export fuel cells.
  F.  General outposts carry a little bit of everything, ideally I would think that quest givers would gather here.

The list goes on and on, but I realized I'm writing a book here.  This is enough to give you an idea where I am going with this post.  Every good space trading game needs to have a "food chain" like this in order for it to make sense.  People who have played games like EVE Online, or the X-series games know exactly what I'm talking about here.  The groundwork has already been laid in the game, it just needs to be tweaked a little bit in order for it to really shine as a positive feature. 
I really love this game so far, and I hope that the word gets out about it.  Like I said before, I barely just stumbled across this game, and its exactly the style of game I enjoy.  I feel like there hasn't been enough marketing to really push how great of a product you have here.  I plan on starting to stream it on Twitch, and will try getting the word out where I can.  Thank you again, and if anybody wants to collaborate or expand on this, please do so.