Trading
Allow NPCs to buy from your FC. When you create a SELL, you can set the price of your commodity based on the price at a specific station, and define how much less you'll sell at compared to what the station is buying for (eg: 10%). Based on the percentage reduction, and the distance from your FC to the designated station, NPCs turn up to buy that commodity and carry it off to the designated station.
Only a small reduction in your sale price and/or a long distance to the designated station? NPCs rarely turn up. A large reduction in your sale price and/or a short distance to the designated station? NPS arrive more often.
If you're at your FC, you'll see NPCs turning up based on the above. If you're not, the server will chip away hourly/daily based on the above.
Exploration
Allow a (very large) FC module to produce Tritium using solar arrays. More efficient the nearer to a star, and how bright the star is etc. ie: Choosing which star to jump to now has some importance! OR, a massive scoop system to automatically scoop Tritium when in orbit around a planet with ice rings?
Allow a (large) FC module to scan nearby (unexplored) systems, and give basic (text?) information as to their content. ie: Is it worth going to them to explore?
Allow a (very large) FC module (heatsink?) to cool down quicker and jump more often. ie: So an exploration FC, is actually worth exploring with! Ideally it should allow them to make say a dozen jumps swiftly before a long (2hr?) cool down. In effect a massive heatsink which allows swift repeat jumps before an extended wait.
Allow a (small) FC module to allow Cartographics to be sold.
Note: These "large" and "very large" modules would eat up significant amounts of space (your 25000 units?) and prevent other features/modules being fitted.
EDIT (rough travel time comparison to Anaconda):-
Rough calculations would suggest if you want to go to a region to explore, that takes you 10 hours to get to in an Anaconda, you'd be talking well over 100+ hours to reach it in your exploration FC (as well as the numerous mining trips required). I'm more than happy for people to give me better/more accurate estimates.
EDIT (need one big wait, not lots of little ones):-
If we spitball any sort of notion around where we end up with 10-20-30 mins between jumps, what is the player going to do in that forced downtime? ie: So an Exploration FC is trying to get to region X, which will be days of travel away. How will making them wait tens of minutes at each stepping stone be enjoyable? What can they do?
Would it not make more sense for what ever mechanic is introduced to result in something like, they can make say 10 jumps fairly swiftly, then followed by an enforced 1-2 hour cool down? ie: So with those hours, they can then go and mine, explore locally, to have a more enjoyable forced pause/wait? Note: This behaviour would of course require the kind of module mentioned above.
Allow NPCs to buy from your FC. When you create a SELL, you can set the price of your commodity based on the price at a specific station, and define how much less you'll sell at compared to what the station is buying for (eg: 10%). Based on the percentage reduction, and the distance from your FC to the designated station, NPCs turn up to buy that commodity and carry it off to the designated station.
Only a small reduction in your sale price and/or a long distance to the designated station? NPCs rarely turn up. A large reduction in your sale price and/or a short distance to the designated station? NPS arrive more often.
If you're at your FC, you'll see NPCs turning up based on the above. If you're not, the server will chip away hourly/daily based on the above.
Exploration
Allow a (very large) FC module to produce Tritium using solar arrays. More efficient the nearer to a star, and how bright the star is etc. ie: Choosing which star to jump to now has some importance! OR, a massive scoop system to automatically scoop Tritium when in orbit around a planet with ice rings?
Allow a (large) FC module to scan nearby (unexplored) systems, and give basic (text?) information as to their content. ie: Is it worth going to them to explore?
Allow a (very large) FC module (heatsink?) to cool down quicker and jump more often. ie: So an exploration FC, is actually worth exploring with! Ideally it should allow them to make say a dozen jumps swiftly before a long (2hr?) cool down. In effect a massive heatsink which allows swift repeat jumps before an extended wait.
Allow a (small) FC module to allow Cartographics to be sold.
Note: These "large" and "very large" modules would eat up significant amounts of space (your 25000 units?) and prevent other features/modules being fitted.
EDIT (rough travel time comparison to Anaconda):-
Rough calculations would suggest if you want to go to a region to explore, that takes you 10 hours to get to in an Anaconda, you'd be talking well over 100+ hours to reach it in your exploration FC (as well as the numerous mining trips required). I'm more than happy for people to give me better/more accurate estimates.
EDIT (need one big wait, not lots of little ones):-
If we spitball any sort of notion around where we end up with 10-20-30 mins between jumps, what is the player going to do in that forced downtime? ie: So an Exploration FC is trying to get to region X, which will be days of travel away. How will making them wait tens of minutes at each stepping stone be enjoyable? What can they do?
Would it not make more sense for what ever mechanic is introduced to result in something like, they can make say 10 jumps fairly swiftly, then followed by an enforced 1-2 hour cool down? ie: So with those hours, they can then go and mine, explore locally, to have a more enjoyable forced pause/wait? Note: This behaviour would of course require the kind of module mentioned above.
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