I would really like for the planets to shift demands based on supply. What I mean is, my character delivers neon to a pharmaceutical company on Planet Denver, and I bring back some of their pharmaceuticals to the Philadelphia system. Now, I could continue to do this forever, and make a steady stream of profit (though I will drop 1/2 my cargo if pirates cut the trade lane and attack me (i rp that they have demanded my goods to keep my life, though NPCs don't actually do that).
What I would like this: as I continue to do this route in a single session, the price of those two goods will drop (or rise if I'm buying) as I buy/sell more. So it's not a permanent change, just one to show that they want less from me, so I switch to another good or another route. It will raise back up to the original prices after I leave them alone (say within 1 real life hour?)
To be clear, I'm not asking for a dynamic trade system, but rather a reactive one. So the other goods aren't affected at all. It just affects the goods that I or another person buy/sell within the same time period.
Is there a /base buildmod "Pause" command or is it possible.
So that the construction of a Module or Factory product could be paused and continued at a later time, say while the base is unattended or under attack, so it does not eat up consumable that are needed for base repairs, like Basic Alloy, Robotics ect. ect.
Thanks
Edit--Added so as to not take up another post
On developing an Anti-Cloaking device or detector....
Maybe something along the lines of a Turret that delivers a 2 second burst of "whatever" radiation, that would allow you to see or target a cloaked ship for a few seconds...give it a recharge time of some sorts, and 90 degree field of fire. That way a Transporter could mount one in a turret slot on the rear of his ship and be able to periodically check for cloaked ships. Maybe make it only function out of warp forcing you to stop. For Law enforcement it could be usefull as well. Have it take up an equipment slot. Have these built by player owned bases.
Just an after thought...
Give a feature to bases which allows defining base allegiance. Bases not indicating whom they belong to causes most oorp around them. Allegiance would basically set the IFF of the base. Add the basic rep restrictions of said IFF to the base and outcast, corsair, gallic, bretonian, kusarese, rogue, wilde won't be able to oorply dock on the same base. If possible, add rep change consequences as well (if player shots RM IFFd player base, his rep towards RM would fall towards red).
(03-31-2010, 11:48 PM)Sprolf Wrote: That is the crux of the matter.
If you aid us, and you aid them, you are the enemy.
If you do not aid them, you are worthless outside of extortion potential.
If you aid us, you will be treated with respect.
Had an idea for a new player command that is based on an old one.
These day a LOT of ships get 'stuck' on the trade lanes as they try to dock and people are using the /stuck command to enter the trade lane when that happens.
The only problem is that you can end up typing /stuck quite a few times before you get any real result.
So.... why not have a command that is based on /stuck, but call it /tlstuck or /tstuck.
This is how it would work.
At the command /tlstuck, it would look at your ships position, look for the nearest active trade lane, find that trade lanes correct docking position, then move the ship to that position, bringing it into the correct position to dock.
Of course you would have to set a maximum distance for the ship to be away from the trade lane, otherwise people might use it to 'teleport' to the next closest trade lane.