Some advices

Started by w84221558, July 18, 2017, 03:48:18 AM

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w84221558

As I come from China, I am not good English foundation, can only through the machine translation, hope can understand, thank you. The following are some of the suggestions I have considered, hoping to add more fun and play to the game. I do not know where to go to the working group to see if there are foreign friends who see the hope that this paper can be fed back to the working group to see some transactions, thank you.

1. first of all, I personally think that the trading system is not perfect because the sale should be fair, one item has the market value, but the price should be determined according to the market value and the demand of the buyer, not only the thing sold by the player is so low, but the computer player sells so much. In that case, we can't do a trade businessman, isn't it?
So I hope to improve the trading system, based on the market value, and ultimately to form a price in terms of the level of social competence of the demand and the individual so that a new trade rules can be created, and players can also make up a trader as a trader to travel around the world, rather than just passively accepting the task. I would prefer to take the initiative to participate in trade.

2. at the same time, with regard to intelligence, I think we can improve the contact table and add new ways of interaction, such as I want to ask about the market needs of the tribe, see what needs, so that I can go to production or other distant tribes to buy a transaction, thereby gain a profit.

3. with regard to traffic, I hope to add some means of transport, such as cars, not only as a way of travelling, but also as a trade caravan, to help us to carry more things, to reduce the dependence on some animals such as camels, to trade in animals in the early stages, and to develop cars to promote faster and better trade in the middle and later stages, is not it? Additional types of cars can be added, such as combat vehicles, trade cars, acquisition vehicles, and long-distance vehicles.

4. with regard to the ship, I personally think it is not just a tool for escaping from the planet, it should be able to add something, such as we can also be a star trader, we can also trade like those star, we should have a lot of goals, not to escape the planet, our game is over.

5. with regard to the tribal issues, I hope that more interaction can be added, such as the establishment of a trade route, continuous contacts between the two sides, and mutual help, the donation of some items to increase the goodwill of both sides, when there are other tribes to attack, if necessary, hope that the other party can be reinforced immediately.

These are some of my views on trade and hope to increase some of the content, I hope the working group can better improve the game, increase the fun of the game, let us more love this game, and also conducive to the friends we recommend to our friends.

cursedrena

#1
The trading system is definitely not perfect right now. From what I remember it is pretty unfair, but at the same time, I never really had many issues with silver or ever wanted much from traders. It should probably be altered to allow for a little more leniency. I feel it should mostly be affected by the goodwill of the seller, demand for the item, market value and obviously the social skill of your colonist. Being able to get more information on a tribe would be interesting.

I'm don't have too much opinion on vehicles being added. It'd probably be fine to put in the game though locked behind some research. It would also need a fuel source. It would be rather interesting to see a raid with a car barreling toward your home. It would also allow for a "drive by" type of raid where they circle your property shooting wildly and throwing molotov / grenades at your base for a set amount of time.

The problem with the ship for at least the default story is you're trying to escape and leave. Obviously if this stops being the end goal, you could allow for the ships to do more than just be a means to an end.

More tribal interaction is probably welcomed by most people so this is probably going to happen at some point. I really like the idea of helping out is raids or defense or outright going to war with hostile factions, although I'm not sure this game is aiming to become a game like that.
Is it wrong to want to watch a raider get mauled by 20 sneks and succumb to acute venom buildup?

AngleWyrm

#2
Quote from: w84221558 on July 18, 2017, 03:48:18 AM
I personally think that the trading system is not perfect because the sale should be fair
Economic Stability mod sets the trade window price starting position to identical for buyer and seller. Since the game forces a 50% mark-up on trader sales, the mod changes player sales to match.

Quoteultimately to form a price in terms of the level of social competence of the demand and the individual
Here is an approach to making social competence between buyer and seller into a competition of barter that effects the price.

QuoteI think we can improve the contact table and add new ways of interaction, such as I want to ask about the market needs of the tribe, see what needs, so that I can go to production or other distant tribes to buy a transaction, thereby gain a profit.
For this step to come to life, the summary of needs as a stream. At present the game can say "we are starving, we need more food." But it doesn't then go on to say how much food is needed. Village needs could be measured as a rate of consumption for the population, such as "we need 1500 nutrition per season." Rate instead of quantity, just like the speedometer on a car.

After consumption rate is established for villages, it then becomes easier to see how production rate feeds those consumptions, and so affects traffic between the villages. Where traffic from a producer of excess is passed to a consumer would be the ideal place to develop roads to further reduce the expense of satisfying that need.

And those roads could become attractive to brigands and thieves, and for city guards to patrol.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh