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Cargo overhaul #627
Cargo overhaul #627
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Bulk cargo trading is back baby! Essentially, players can make much more credits by getting a small fast ship and doing cargo rush missions. There is little incentive to do regular cargo missions because the pay is so low since “difficulty” is low. Well, when you’re trying to haul a ton of cargo into pirate infested space, it’s not so easy. Given the small rewards, it’s usually not worth it do bulk cargo missions. So to fix this, I’ve upped the reward for delivering cargo to pirate infested space. To do this, I calculate the pirates presence along the systems to be travelled and take an average. Depending on the average, the risk is calculated as “none” (no pirates) “low” (avg presence less than 25) “medium” (avg presence between 25 - 75) or “high” (greater than 75). Players then receive a bonus for doing routes with more risk. What this does, in effect, is offer much more lucrative rewards for doing bulk cargo missions into pirate infested space. This gives players an incentive to use the large trader ships because the rewards are now pretty comparable with the cargo rush missions when cargo amount and piracy is high. Ofc, this doesn’t solve the fact that it’s easier to make credits quick using cargo rush missions in safe spaces rather than slower bulk cargo missions in dangerous territory. But, this still is an improvement for players who want more excitement while trading.
naev/naev # Please enter a commit message to explain why this merge is necessary, # especially if it merges an updated upstream into a topic branch. # # Lines starting with '#' will be ignored, and an empty message aborts # the commit.
Brief Summary: Cargo delivery missions now only deliver commodities offered at the origin planet to planets that do not sell that commodity. Jump and distance rewards depend on the base price of the commodity being delivered. Rewards are also higher for traversing pirated space. A new mission was created that asks players to deliver a commodity not sold on that planet. Pay is dependent on base price of the commodity and how much is delivered.
So one minor nitpick I have (and it is really pretty minor) is that you're assigning a text string in the middle of your code (the piracy difficulty indicators). With potential translations into other languages in mind, the standard practice is to place all user-viewable text at the top of the script, in an if-then clause based on language selection. Of course we don't actually have any translations of the sort, but it's still the idea. Also, the code for simulating the trip is duplicated across three files. It might be a good idea to split this off into a separate helper script and include it in the files that need it. |
Okay, I have committed changes to address these issues. I added the piracy Also, the piracy difficulty have been moved to a list at the top of the On Sat, Apr 23, 2016 at 4:46 AM, BTAxis notifications@github.com wrote:
Micah Mumper, B.A. |
It looks like this broke the pirate cargo missions (#633). |
Brief Summary:
Cargo delivery missions now only deliver commodities offered at the origin planet to planets that do not sell that commodity. Jump and distance rewards depend on the base price of the commodity being delivered. Rewards are also higher for traversing pirated space.
A new mission was created that asks players to deliver a commodity not sold on that planet. Players must buy the commodity and return. Pay is dependent on base price of the commodity and how much is delivered.
A more detailed description of the change is available on the forum at: http://bit.ly/1XNq7Xi