A small announcement.
1. trading.
Since i got no actual responses regarding the future of trade system - i made what i decided to be the best for the mod.
So, the option '3-CHOICES' is now a winner! What does it mean? Well, each station now has maximum of 3 options for buy/sell. Each option has it specific selector ranging from 0 to credits/price values. Selling selector depends on the amounts of resources in your cargo.
This makes some mining facilities, factories and ship yards to sell/buy only specific resources (like Vega MF no longer selling common ores). On the other hand this allows me to nullify the in-system trade routes that previously were in the mod.
And this gives me some extra space to add new systems! Thus a new 'Serp I Molot' system was placed in the middle of RSF space with a mining facility that does not sell exotic minerals. The same will be made for ISA. XLE and UIN will not get extra mining facilities.
2. new skills
With the help of Alex i managed to put into the game two new skills - Trading and Mining. Both are children of Industry affinity tree.
Trading provides a 2% discount and 2% price increase for buying/selling resources per skill. At level 5 it adds 20% cargo space to all civilian ships in the fleet. At level 7 it grants a 50% discount on buying special offer items.
Mining improves manual surveys by adding 0.1 per skill to each resource deposit (1 = abundant) and improves mining efficiency by 2% per skill. At level 5 it cuts down the mining supply consumption rate by 50%. At level 7 it reduces deposit depletion rates by 50%.
Plans are for putting in Salvaging skill that will get extra loot after combats and during wreck salvage and at level 5 reduces casualties for wrecks salvaging by 50%. At level 10 you`ll be able to pick all three options for wreck salvaging (A perk named 'Leave Nothing Behind').
There is also an idea to add 'Boarding Tactics' to Leadership affinity that will improve boarding party`s strength per skill, nullify chances of enemy ships to run away during hard docks (level 3) and reduce casualties and chances of enemy getting away during launch from distance by 50% at level 5.
3. captain`s journal
An idea to make a 'codex' that would be accessible by pressing a specific key and that will contain info on the explored sector came to me quite a long time ago. Now when i nailed down all the trading system issues, added asteroid mining and various stations` interaction options - i can start making this major project.
The plans for the journal is to:
1. show surveyed asteroid fields (deposits, location)
2. show known Abandoned Stations and Wrecks (location, explored - y/n)
3. show known Automated Depots/Storages (location, hacked - y/n, cargo - y/n)
4. show known pirate hideouts
5. show player stats (wins/loses, fleet points destroyed per faction, fleet points lost, resources mined, wrecks salvaged, stations reactivated, resources traded etc)
6. show diplomacy (player`s relationships to other factions)
7. show fuel/supplies/days needed to get to current destination
8. show various achievements (get 100k for selling, kill 100 FP fleet with less than 25 FP losses etc).