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Full Version: NPC trade/supply routes
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I would love to see the NPCs taking trade routes that are viable, in such a way that players could join them and fly in formation with the NPCs, they would have escort ships and a better feeling when trading. I don't know if anything similar to this happens right now. I think that the current NPC trade routes are just through a system or two.
Same as the trade routes it would be interesting to see supply routes to all the bases in the game, with water, oxigen and food, and everything else required for the base to function. It would add some realism i think. All this of course when the server has below 100 people and the NPCs spawn.
The best case scenario for this would be to have stations with depleted stocks and low performance.

I know this is a little far fetched but if it is possible it would be a nice addition to the game.
(03-14-2013, 06:54 PM)Scumbag Wrote: [ -> ]I would love to see the NPCs taking trade routes that are viable, in such a way that players could join them and fly in formation with the NPCs, they would have escort ships and a better feeling when trading. I don't know if anything similar to this happens right now. I think that the current NPC trade routes are just through a system or two.
Same as the trade routes it would be interesting to see supply routes to all the bases in the game, with water, oxigen and food, and everything else required for the base to function. It would add some realism i think. All this of course when the server has below 100 people and the NPCs spawn.
The best case scenario for this would be to have stations with depleted stocks and low performance.

I know this is a little far fetched but if it is possible it would be a nice addition to the game.

I might be wrong on this, but I'm pretty sure that currently, when an NPC enters into a jumpgate they don't actually come out on the other side. They are simply despawned.
(03-14-2013, 08:13 PM)Leppy Wrote: [ -> ]I might be wrong on this, but I'm pretty sure that currently, when an NPC enters into a jumpgate they don't actually come out on the other side. They are simply despawned.

True dat ^

However on this topic what I think would be awesome is to see NPC transports running some more profitable cargo every now and then so pirates can make a fair bit of cash but without having to rob every player in sight. For example I love to RP a pirate, it's great fun, but I will never mug a player transport I just find it pointless and dishonorable and such, but this would be a perfect alternative. I still get to RP a pirate and can raid transports without ruining someones day. It would be like a more fun version of mining where instead of asteroids, you mine NPC transports.
(03-15-2013, 12:57 PM)Jericho Wrote: [ -> ]However on this topic what I think would be awesome is to see NPC transports running some more profitable cargo every now and then so pirates can make a fair bit of cash but without having to rob every player in sight. For example I love to RP a pirate, it's great fun, but I will never mug a player transport I just find it pointless and dishonorable and such, but this would be a perfect alternative. I still get to RP a pirate and can raid transports without ruining someones day. It would be like a more fun version of mining where instead of asteroids, you mine NPC transports.

If we were able to demand cargo from NPCs it would be pretty awesome.
(03-15-2013, 12:57 PM)Jericho Wrote: [ -> ]
(03-14-2013, 08:13 PM)Leppy Wrote: [ -> ]I might be wrong on this, but I'm pretty sure that currently, when an NPC enters into a jumpgate they don't actually come out on the other side. They are simply despawned.

True dat ^

However on this topic what I think would be awesome is to see NPC transports running some more profitable cargo every now and then so pirates can make a fair bit of cash but without having to rob every player in sight. For example I love to RP a pirate, it's great fun, but I will never mug a player transport I just find it pointless and dishonorable and such, but this would be a perfect alternative. I still get to RP a pirate and can raid transports without ruining someones day. It would be like a more fun version of mining where instead of asteroids, you mine NPC transports.
NPC transports are already set up this way. They'll carry cargo that's appropriate for their faction - so Bowex transports might be found carrying gold, for example. Omega 3, and Galileo are pretty good for high value NPC cargo.
To clarify this. For an NPC to carry a particular cargo:
- The NPC has to have access via a continuous trade path, to a base that sells the goods. Most lanes have trade paths that are set up like that, however not every faction handles every lane. In 4.86 the setup of which faction goes where is still quite bad, for 4.87 I've fixed this.
- The NPC has to have a destination on the trade path for the good he is carrying. Typically the destination will be in the same system, unless you are near a system transfer point, like a jump gate.
- The faction the NPC belongs to has to be set up to be allowed to carry the cargo.
(03-17-2013, 02:35 AM)AeternusDoleo Wrote: [ -> ][...]
- The NPC has to have access via a continuous trade path, to a base that sells the goods. [...]

Out of curiosity, does this mean that the broken lane in Leeds prevents NPC traders from using that jump gate?
It's not so much that the lane is broken, it's that the trade route that went by that lane has been deleted. The existance of the lane itself is not relevant to trade routes - Lawfuls will take advantage of lanes if they're there, but the main issue is, "is there a trade path defined all the way from base A to base B, which a trader of faction X can run in it's entirety"?
Sorry to bump in.

In other words:
To the NPCs there is no broken trade lane.
They emerge from the (functional) last trade lane gate and continue the scripted path.
That broken trade lane gate you see as player is just an object.

-This post will implode when the poster is sober... Big Grin
(03-17-2013, 04:35 AM)AeternusDoleo Wrote: [ -> ]It's not so much that the lane is broken, it's that the trade route that went by that lane has been deleted. The existance of the lane itself is not relevant to trade routes - Lawfuls will take advantage of lanes if they're there, but the main issue is, "is there a trade path defined all the way from base A to base B, which a trader of faction X can run in it's entirety"?

Oh, that makes more sense. Thanks for clearing that up.
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