12-19-2012, 12:49 PM
Disco is big. approx 4x the size of vanilla, and while we have jump-trading, this kinda burns piracy.
so i had another daft idea.
long range jump gates/holes.
Advantages
Much easier to pirate, much quicker to trade.
Disadvantages:
Prices need to be raised in the border worlds to increase traffic there.
Mechanics:
pick up at buy point, travel to supergate, pop up in new place, take trade-lanes and local gates to sell point.
Gates would ideally be highly radioactive. this would tie in nicely with the texas supergate lore, and also give a reason for the gate to be located out of the capital system, meaning that pirates -can- loiter, but not camp.
superjumpholes would serve to connect the houses in the 'non-cardinal' directions.
the extent of the range of these gates shouldn't drastically cut trading times. the point of these gates isnt to make me eleventy bazillion credits a minute, but to increase the likelihood of interaction between players.
so i had another daft idea.
long range jump gates/holes.
Advantages
Much easier to pirate, much quicker to trade.
Disadvantages:
Prices need to be raised in the border worlds to increase traffic there.
Mechanics:
pick up at buy point, travel to supergate, pop up in new place, take trade-lanes and local gates to sell point.
Gates would ideally be highly radioactive. this would tie in nicely with the texas supergate lore, and also give a reason for the gate to be located out of the capital system, meaning that pirates -can- loiter, but not camp.
superjumpholes would serve to connect the houses in the 'non-cardinal' directions.
the extent of the range of these gates shouldn't drastically cut trading times. the point of these gates isnt to make me eleventy bazillion credits a minute, but to increase the likelihood of interaction between players.