A couple of "cheap" ideas to deepen the game with little effort

1-Cargo effects:

Trading is too simple right now, it just requires you to buy low and sell high and there is no real difference between commodities beside their value so why don't add special properties to different cargo items to give some complexity to the mechanic?

Some examples coud be:
high tech, consumer tech, superconductors and similars can get destroyed if you overheat your ship (% chance per canister based on how much you go over 100%). (maybe also fish and wine)
uranite, uranium, toxic waste and bio waste will ruin food commodities in the same cargo (like fish, grain etc. but not food cartridges) and maybe even kill slaves
strong accellerations (like collisions, emergency stops out of frameshift, maybe boosting out of full reverse speed in small vessels) might have the same effect on fragile cargo like artwork and domestic appliances.
incoming damage to the hull could cause poisonous cargo (like uranium, chemical drugs, pesticides) to break and make the air inside the ship unbreathable, with consequent activation of life support system

you got the idea, we can come up with many more if we want.


that would be a very easy mod to the current game and still have a huge impact on realism, we could start to see merchants and pirates optimizing their ships for specific types of cargo and trade routes would be a little less boring with a couple more parameters to take care of.



2-message board:

Probably someone else has already said this, it would be good to have a player's message board in stations, so we can leave a message behind for others to find, something like a second Galnet panel with small text messages from players.
The service for would have a daily credits cost based on reputation of the player with the host faction, number of messages, number of letters in the message, dimension of the station and time duration of the message, so something like:

cost = (messages already owned at this station) X (number of letters) X (dimension of the station) X (days you wish the message to be displayed on the board) / (player reputation)

(Of course some constants added here and there would grant balance in the thing, this is just the concept)

Elite rated players might have special permissions, like a "message of the day" always on the top of the list.

Again this would be quite easy to add (in fact it's a simple chat with restrictions) but has a lot of potential for gameplay and roleplay. It would also contrast the lonliness many of us are getting from never encountering anyone and would provide a meaningful reward for being active for a specific faction (or for having a lot of money, as a rich merchant might compensate his low rep with tons of cash).
 
1-Cargo effects:

Trading is too simple right now, it just requires you to buy low and sell high and there is no real difference between commodities beside their value so why don't add special properties to different cargo items to give some complexity to the mechanic?

Some examples coud be:
high tech, consumer tech, superconductors and similars can get destroyed if you overheat your ship (% chance per canister based on how much you go over 100%). (maybe also fish and wine)
uranite, uranium, toxic waste and bio waste will ruin food commodities in the same cargo (like fish, grain etc. but not food cartridges) and maybe even kill slaves
strong accellerations (like collisions, emergency stops out of frameshift, maybe boosting out of full reverse speed in small vessels) might have the same effect on fragile cargo like artwork and domestic appliances.
incoming damage to the hull could cause poisonous cargo (like uranium, chemical drugs, pesticides) to break and make the air inside the ship unbreathable, with consequent activation of life support system

+1 indeed.

Also I'd like to note that some types of cargo that we can often find in USS (trade data, military plans, tech blueprints) must have some kind of expiry date, because obviously nobody is going to pay for year-old trade data & etc.
 
I'm not a trader, but I think the first idea would add an interesting element.

Not so sure about the message board. I can see it being interesting at times, but I'd also expect to see some commanders putting up silly, goofball, out of place messages. Just because they can.
 
I really like the contamination/damage of goods/damage to the ship from the inside idea. That would evolve tradeable items from being mere words which just get shuffled from place to place, to actual things, which can affect gameplay. I actually thought this would be a part of the game.. :S certainly it would be fun/realistic to have more volatile goods carry a higher risk for traders, as well as higher profits.


edit: It would probably also make pilots even more edgy around the big trading ships, as you'd never know (unless you scanned them) what they might be carrying..

+1
 
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I remember FFE had cargo bay life support, and you couldn't transport slaves or live animals without it installed. Adding even more similar effects would be really immersive, but it will need to be explained well in-game or it might not catch on.

+1
 
Cargo containers are sealed and self contained though (they can protect their contents from the vacuum and hard radiation of space!), so this isn't something that should just happen on its own. Presumably, you wouldn't put a leaky biowaste container on your ship in the first place. But even if you did, it'd only contaminate your cargobay, not the contents of the other containers.

Once we can walk around our ships, it might be interesting to have toxic cargo leak out if damaged in combat, making it so you have to flush the affected area before you can safely travel through it. Or maybe you could cause a deliberate breach to deter or redirect enemy boarders.
 
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