Trade system and the Observer's impact.

Post ideas and suggestions on new features or improvements here.
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posted on June 28th, 2010, 1:52 pm
I was wondering, what if instead of just seeing what is going on, what about this idea?

We can re-integrate the trade station, these stations would be in multi-player only. And is only enabled when you have one or more observers. Here is how the observers are involved.


The Observer gets control of some NPC ships, most likely ships of minor space faring factions. He would start with 3 scouts, and 2 trade ships. He has the ability to send his trade vessels to a player's trade station when finished, when the ship arrives and docks, the player gets a message that a cargo ship is awaiting cargo to transport. The player will select the trade station, he can choose whether to load it with tritanium, dilithium, supply, or deny giving cargo. If he loads the cargo, then the observer can bring it to any other trade station of choice. Here is the catch though, the player that loaded the cargo cannot track the ship. Thereby he cannot know whom it is going to unless he sees it go to an ally's base.

When a loaded ship docks, the removal of resource is automatic. However, the loading of resource is by choice of the player as always. But the resource that was unloaded cannot be reloaded. So if he got dilithium, he can only choose tritanium or supply. Or simply deny loading cargo.

Thus may sound imbalanced because a person who is sapped of a certain resource could be ressurected by the cargo the ship may be carrying. That is why I intend that the maximum capacities would be rather low:

Max Dilithium or Tritanium: 150
Max Supply: 30

There is however the possibility of some freighters being able to carry more or less resources. Variation helps keep things interesting.

Now, there is not much you can do with this little resource. However, one would think, "what about when someone destroys the freighter?" Well, you'll get a 20 minute period before a new freighter (not necessarily of the same minor race) will replace it. If it is of a different minor faction, there could be some variations of how much resource the new freighter could carry.

Overall the feature should not affect the game by much. There is however the chance of abuse or collaboration which I can imagine would happen from time to time. Though if you can really find an observer that doesn't play favorites then it might not be much of an issue. However due to overall idea that most people do play favorites or have grudges, it is possible that AI control might be a necessary option.
posted on June 28th, 2010, 2:54 pm
observers should be observers only...only look, not touch
posted on June 28th, 2010, 2:57 pm
I agree. They'll become just another playable side, only with a different play style. They'd also need a new name, considering their name tells you exactly what they're meant to do (observe).
posted on June 28th, 2010, 5:58 pm
yep, observers will never be able to influence the gameplay
posted on June 28th, 2010, 6:05 pm
makes sence the observers do not affect gameplay because if they favour one faction more then it wud become unfair and why would anyone risk giving vital resources to the enemy (all resources no matter how little are vital) also it wont make sence for all races like the borg just wouldnt trade resources like that and nither would the noxter who use resources as food (in the upcoming version of them wen ever that will be)
posted on June 28th, 2010, 6:46 pm
For a while I likewise thought it'd be cool for observers to share control of a Ferengi scavenger who would stalk ships as they went into battle and grabbed derelict ships like the AI Ferengi does (plus you have Quark as your avatar).

Then I realized that it'd be boring, could add to lag, and that enough people dislike the Ferengi as it is. Like your idea, this was one of those things that sounds great in your head, but once you say it out loud you realize how silly it is.

Still getting back trading stations for the sole purpose of trading resources between allies (like is currently done in the menu) might be a cool optional feature. It was rarely used in A2, but when it was it was a blast to guard convoys and then raid them.
posted on June 28th, 2010, 6:50 pm
Observers do control Ferengi ships - and it has the potential to be abused.
posted on June 28th, 2010, 7:10 pm
If the players don't like the Ferengi, they can always Force-Fire on those damn Marauders. :badgrin:
posted on June 28th, 2010, 8:24 pm
Dominus_Noctis wrote:Observers do control Ferengi ships - and it has the potential to be abused.


Being an observer just got better. Though with no weapons but a tractor beam I don't see how it could really be abused, unless you just camp out near one player to play Kingmaker.
posted on June 28th, 2010, 8:30 pm
Last edited by Tyler on June 28th, 2010, 8:36 pm, edited 1 time in total.
The D'Kora has twin pulse phasers and a 'Distortion Blast' special weapon that disables engines.

Somehow, 'no weapons' seems just a little inaccurate...
posted on June 28th, 2010, 9:29 pm
Imagine for a moment you are running with a Cube or a Sphere, and then you get hit with the engine disabler and a tractor beam  :whistling:
posted on June 28th, 2010, 9:47 pm
...or even just tow that ship to somebody's base, if you were playing favourites.
posted on June 28th, 2010, 9:56 pm
not enough time, engine disabler wears off before u can tow more than a screen away.
posted on June 28th, 2010, 9:58 pm
Small maps then, or use two Marauders.
posted on June 28th, 2010, 10:01 pm
You can still tow into range of a nearby fleet that wouldn't spot it otherwise. You can't tow far in 10 seconds, but you only need to get into sensor range of the closest ship.
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