7/1/2017
Topic:
Piracy research/mode
Tahujoe
|
This raises the issue in RP of how orders are conveyed to units. So far, public activity has obviated the need for transparency in when orders are being set and who's setting whose orders.
As an intelligence layer counter: Listening stations (or units, as already suggested). Tie this system to the signature idea. We don't care as much about publicly issued orders, but we want to know about the following triggers that would indicate a switch to encrypted comms:
A ship is sent an order to begin or end engaging in piracy. A ship has its orders changed while in piracy mode.
And two flag points, basically in a radius out from the listening centers: The HQ (or other structure?) sending the order and the unit receiving the order. We only care if a flag is switched on by the owning player messing with the orders list on a given turn. If they don't change the orders of a given pirate unit, that unit should not be giving any hints as to whose it is.
Uh, hm..
when changing orders if pirate flags check from ( HQ xor intelligence center) and target unit up to certain radius out for each listening posts strong enough to pick up from their distance send that user a PM about what just happened
that... MIGHT contribute to database bloat, though. edited by Tahujoe on 7/1/2017 |
7/1/2017
Topic:
What should we work on next? 06/29
Tahujoe
|
Blargh. Voted for the pirates on a blind. Strategic orbits would be my second choice for now. ( fptp is still terrible >_> ) edited by Tahujoe on 7/1/2017 |
7/1/2017
Topic:
Ideas...
Tahujoe
|
fleeting wrote:
Like crude oil, fuels, soaps, cleaners, eventually bits go into food stuffs... whole industries complexes, not just on planets. Black hole research, probes, null sec exploration... use some other word like Babylon5 hyperspace exploration...
SYNTHETIC FOSSIL FUELS!! >_> sorry, tangent. what all does a ranch make again? |
7/1/2017
Topic:
Synthetic Fossil Fuels
Tahujoe
|
Was pondering cotton and the fact that it makes fields just slightly more inherently valuable than pastures. Got to thinking: What can we have pastures create as a component raw (instead of a finished raw)?
Then I saw ideas on introducing oil and fuel into the game as commodities.
So. Oily and or fatty. Decomposes quickly into high density chemical energy. Pork, Poultry, even Lamb is generally considered a lean meat. Fish is oily, but again is more lean than fatty. Beef. Cows are generally a lot more fatty than our other pasture products.
Beef. Industrial chemicals. Some other chemical to determine quality. And now we have synthetic fuel as another market.
We could also have oil and fossil fuel as a market, but... hm. Another idea for another topic. See "Linked Demand" |
7/1/2017
Topic:
Linked Demand
Tahujoe
|
Too many products kinda locks us into what we have. What if we tied products together, so that the demand of one would have an effect on the demand of the other?
First the obvious examples: Positive associations. Things like all 8 food types (5 from ranch, 3 from farm) having loose tethers to eachother so that demand dropping in one drops demand in the other 7, and vice versa. Not a 1-to-1 association by any rate; we still want it to be better to sell 3000 fruits and 3000 vegetables than 6000 fruits. This also works with other topic "Synthetic Fossil Fuels" in allowing strong links between, say, Low Octane Synthetic Fuel and Low Octane Fossil Fuel.
And the less obvious: Negative associations. Selling one thing causes demand for another to rise. That thing being in short supply lowers demand of the other. Lots of narcotics flowing into a city? Illegal weapons demand increases. City not being supplied with cars? No demand for fuel to speak of.
If this is too heavy on the turn flip, it might be a good idea to tie linked demand changes only to player buy and sell actions rather than the natural, slow demand increase. |