On Trade Design

An Aside
It’s that time again when I get to talk about stuff that’s going to be in the next release. This time, though, I’m going to talk about it a little earlier in the dev process than I’m usually comfortable with. Why is that? Well, for one, I’d like to talk about it. It’s fun! For two, waiting until it was mostly done would mean this blog post would come out a week or so before the actual release, and I don’t think anybody wants that.

In short, instead of talking about the actual implementation of something, we’re going to talk about the design and the motivations for why things are going to work a certain way. This also means that things almost certainly¬†won’t work exactly as described here, because implementation gets in the way of finely crafted theory on occasion. Consider yourself warned!

Trade
Now, what was I talking about? Oh, right, trade. The trouble with trade is that in its most basic form, it’s boring. You go someplace, buy some stuff, go someplace else, sell whatever you bought, hopefully make a profit, and then repeat that until you have enough credits to do something that’s¬†actually interesting.

freighters_over_planet

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