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Mods / Re: Economy Mod (in development)
« on: June 14, 2012, 02:19:59 AM »
Feature list:
DYNAMIC (actually make the economy do something):
MISC (extras/feature creep):
Legend:
* Implemented and working
* In, but not thoroughly tested yet
* In progress/unstable feature
* Upcoming feature
* [BLOCK] - API methods to allow this feature are not in the current Starfarer version, so I'll have to write workarounds
Note that upcoming features might change if something turns out to be unworkable.[/list]
- Master economy object - runs the mod's timed events and keeps track of the factions
- Faction support - Each faction has their own separate economy
- Player information - Provide some way for the player to monitor the economy
- Trading runs [BLOCK] - Successful convoys contribute to a faction's funds
DYNAMIC (actually make the economy do something):
- Technology lists - Per-faction technology availability (required for other features)
- Ship purchasing [BLOCK] - Buying fleets costs a faction credits
- Fleet builder - Fleets change depending on how many credits a faction can spare
- Improved spawn points - Hook spawn points into the fleet builder
- Dynamic cargo - Trade convoys intelligently select their inventory (being re-written)
- Faction defeat - Remove bankrupt factions
MISC (extras/feature creep):
- Donations - Allow the player to directly contribute to a faction's funds
- Trust - Player's knowledge of a faction's economy is based on relationship with that faction
- Convoys use inventory - Convoys use ships in cargo, then strip/repair/sell them at the station
- Multi-sector support - Low priority
Legend:
* Implemented and working
* In, but not thoroughly tested yet
* In progress/unstable feature
* Upcoming feature
* [BLOCK] - API methods to allow this feature are not in the current Starfarer version, so I'll have to write workarounds
Note that upcoming features might change if something turns out to be unworkable.[/list]