Hi !
A good article in the wiki refers to a thread that no more exists .
So i open this thread to continue the discussion , based upon this article :
http://wiki.vega-strike.org/Development:Economy
I like the idea of a dynamical economical system , with political background too .
Perhaps it's possible to develop a micro economic system , in a particular region of VS ?
(using python of course )
One with asteroids ( bots will go to the mine ... ), planets with resources and stations as
spaceMarkets ?
And lets discuss howto , etc ...
Edit : I have created a new page in the wiki , linked to the Development:Economy's page.
Subject is Supply_and_Demand_Dynamics]
Go , see and edit ?
Development:Economy
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- Intrepid Venturer
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Development:Economy
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
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- Elite Venturer
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Re: Development:Economy
Fixed. Someone really have to run a replacement bot over VSwiki.
As to the basics - well, yes, obvious. Things change, so any balance should remain dynamical. And the system have to react at least on shortages; in Fronier Elites there were delivery shortage messages in press and "need X badly, will pay speculative price Y" missions, but NPC see the first part too and in a simulated universe would have to react somehow, while the second may as well be done simply via adjusting the stock price.
As to the basics - well, yes, obvious. Things change, so any balance should remain dynamical. And the system have to react at least on shortages; in Fronier Elites there were delivery shortage messages in press and "need X badly, will pay speculative price Y" missions, but NPC see the first part too and in a simulated universe would have to react somehow, while the second may as well be done simply via adjusting the stock price.
"Two Eyes Good, Eleven Eyes Better." -Michele Carter
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- Intrepid Venturer
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Re: Development:Economy
Thank you for the fix , better readable now .
And ...oh , great job , you've found the old discussion thread .
I will read it .
Like you i think dynamic news could serve some intra and extra market news .
And for the balance , i think that this must be linked with the original distribution of species
in the Universe . Not randomly , but by taking care of the homelands and ressources .
Like the wiki said ...
I will study the scripts files before go ahead , to see how this works nowadays .
REMINDER IN WIKI :
About the changes to be made ( add new variables like raw materials ? )
Explanation needed on sectors, universe, milky_way, and code
http://vegastrike.sourceforge.net/wiki/ ... s:Milkyway
Edit : Just some words to ask " WHY " economics dynamics before " HOW to " .
After all , Vega strike is presented as an action space trade simulator .
So there are 3 challenges :
_Action
_Simulation
_Economy
3 gameplays that actually are mixed in one pseudo campaign ( no real goal ).
So i think it's perhaps time to wonder about the actual campaign system .
I think that we could have different campaigns ( per races ? ) , with different goals .
Now a very quick exemple :
_ Kill them all ( Kill x amount of units ) for warriors players .
A place for a light economical engine ?
_ Rule the universe ( Be the first race to achieve x amount of money )
A place for a customized economical engine
_Yan Solo mode ( you are not in a faction/nation but are free adventurer , actual mode ?)
A place for a light economical engine ?
In the case of a MMO for VS , rule the universe would be the campaign !
( over each transaction a X amount of taxes goes to the faction . Kill the cargoships ,
you win tha war . Interresting mix because we will need fighters to defend our precious cargos ) .
In term of gameplay , if you are a fighter , you are proud to support your traders team .
If you are a trader , each transaction you make ( selling something ) will help to win the campaign . The more you sell ( at highest prices ) , the more you win honor and distinction ?
And ...oh , great job , you've found the old discussion thread .
I will read it .
Like you i think dynamic news could serve some intra and extra market news .
And for the balance , i think that this must be linked with the original distribution of species
in the Universe . Not randomly , but by taking care of the homelands and ressources .
Like the wiki said ...
I will study the scripts files before go ahead , to see how this works nowadays .
REMINDER IN WIKI :
About the changes to be made ( add new variables like raw materials ? )
Explanation needed on sectors, universe, milky_way, and code
http://vegastrike.sourceforge.net/wiki/ ... s:Milkyway
Edit : Just some words to ask " WHY " economics dynamics before " HOW to " .
After all , Vega strike is presented as an action space trade simulator .
So there are 3 challenges :
_Action
_Simulation
_Economy
3 gameplays that actually are mixed in one pseudo campaign ( no real goal ).
So i think it's perhaps time to wonder about the actual campaign system .
I think that we could have different campaigns ( per races ? ) , with different goals .
Now a very quick exemple :
_ Kill them all ( Kill x amount of units ) for warriors players .
A place for a light economical engine ?
_ Rule the universe ( Be the first race to achieve x amount of money )
A place for a customized economical engine
_Yan Solo mode ( you are not in a faction/nation but are free adventurer , actual mode ?)
A place for a light economical engine ?
In the case of a MMO for VS , rule the universe would be the campaign !
( over each transaction a X amount of taxes goes to the faction . Kill the cargoships ,
you win tha war . Interresting mix because we will need fighters to defend our precious cargos ) .
In term of gameplay , if you are a fighter , you are proud to support your traders team .
If you are a trader , each transaction you make ( selling something ) will help to win the campaign . The more you sell ( at highest prices ) , the more you win honor and distinction ?
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
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- The Shepherd
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Re: Development:Economy
There has been a story line in waiting for quite a while just no coders available to implement it it is based on a document that jacks our retired Minister of Information left us the details are in a hidden sub-forum I will change your permissions tomorrow so you can join in jacks created the background history of our Universe and that is the main content of the doc so once you read that and digest it let the ideas flow.
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- Intrepid Venturer
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Re: Development:Economy
WooWOOOOwOooooOoo !!I will change your permissions tomorrow so you can join in
Thank you a lot .
Yeah , i was trying to imagine how all that great datas from the wiki and the forums
could be merged in one storyboard .
great !
BAck to subject ( with care with what we've previously done ... ) :
In the official " wishes list " in the wiki : http://wiki.vega-strike.org/FAQ:Feature ... son_.5B.5D
someone have defined a new role , possibly a CAMPAIGN :
Beeing a Station manager
Operate a station efficiently to increase trade throughput/production, and fend off pirates. Run an efficient shipyard, competitively buy/sell/repair/build ships using raw materials or supplies. Screen refugees for spies (requires buying citizen databases from merchant ships). Refuse docking clearance for jerks and scum. Prevent or foster trading of contraband and slaves while keeping the authorities happy. Upgrade number of dock points, defenses, power, cloaking of contraband, mining drills, etc. Set/Collect tariffs, fees and taxes, route or cover up news (or propaganda). Set up escorts for people. Sell employees and citizens enough food and supplies to be entertained and healthy but don't drive them out by charging too much. Request supplies from merchants via news bulletins. Choose which supplies to accept/reject, and rates for selling them (compete with other stations in and out system). Scout for new jump points and set up jump fees. Take bounties, try to catch pirates docking here but avoid pissing off their factions since you are a stationary target. Attempt to contract patrols to explore or protect the system (thus encouraging merchants to come), while keeping your overlords appeased about how much you're spending and how you're spending it. Secretly subcontract privateers and pirates (). Safely perform evacuations before any overwhelming forces arrive. Put down any uprisings from citizens. Add modules onto the base to increase capacity for all the business you're drawing in, but organize the construction for optimal defense. Specialize in a specific type of resource production using raw materials.Code: Select all
become a covert pirate base while maintaining a cover as a mining or medical base
Genius guy !
From a poor lonesome pilot , become a Star Station manager !
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
DEV YOUTUBE CHANNEL
Vegastrike evolved wiki
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- The Shepherd
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Re: Development:Economy
Looks like pheonixstorm dropped it in one of his reorganizations I don't know if he lost our previous discussions though they could still be in the data base I hope so.
Enjoy the Choice
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my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
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Re: Development:Economy
BooWOOOOOOooooOoo !!
There so much to learn in that scifi mine !
And i have made a useful ( in reality the guy that wrote Doxygen ) doc to dig !
Let's see what happens when you type " trading " in the search box :
trading Class Reference
Okay ... mmm ... we will propably need to create a new Economy interface , and so use :
GUI Namespace Reference
Nice ...
My goal is to trace the actual trade system to understand it .
And hopefully upgrade it .
There so much to learn in that scifi mine !
And i have made a useful ( in reality the guy that wrote Doxygen ) doc to dig !
Let's see what happens when you type " trading " in the search box :
trading Class Reference
Okay ... mmm ... we will propably need to create a new Economy interface , and so use :
GUI Namespace Reference
Nice ...
My goal is to trace the actual trade system to understand it .
And hopefully upgrade it .
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
DEV YOUTUBE CHANNEL
Vegastrike evolved wiki
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- Intrepid Venturer
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- Location: FRANCE
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Re: Development:Economy ( WIKI UPDATED )
I updated the wiki , please consider that i am french and so help me by fixing my mistakes
here :
http://wiki.vega-strike.org/Supply_and_Demand_Dynamics
And had an idea about economy and gameplay :
TIME IS MONEY MODE
Looking in the python source , i've seen that some dev had the idea , but commented out
for cargo missions : http://spacetechs.free.fr/VEGASTRIKEDEV ... ssion.html
here :
http://wiki.vega-strike.org/Supply_and_Demand_Dynamics
And had an idea about economy and gameplay :
TIME IS MONEY MODE
Looking in the python source , i've seen that some dev had the idea , but commented out
for cargo missions : http://spacetechs.free.fr/VEGASTRIKEDEV ... ssion.html
Code: Select all
def Execute (self):
172 ## if (VS.getGameTime()>mission_time):
173 ## VS.IOmessage (0,"cargo mission",self.mplay,"You Have failed to deliver your cargo in a timely manner.")
174 ## VS.IOmessage (0,"cargo mission",self.mplay,"The cargo is no longer of need to us.")
175 ## if (you):
176 ## takeCargoAndTerminate(you,0)
177 ## return return
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
DEV YOUTUBE CHANNEL
Vegastrike evolved wiki