Comm Relays

Since the last post, I’ve been working on a lot of framework stuff. All of it is directly in support of the content for the next release, but until now, it hadn’t all come together in a way that would make it easy to demonstrate. Now, though, there’s a good vertical slice to talk about; a new piece of content that uses many of the new pieces – the comm relay.

We’ve talked about events and information gathering in the previous blog post, and that’s where comm relays come in. You need to be in a star system with one to receive news reports and other kinds of intel. Here’s what one looks like in-game:

 comm_relay

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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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