Transponder

I’d mentioned transponders in the last couple of posts, mostly in the “here’s roughly what they do, details TBD”. Well, I’ve spent the last week or so working on it, and now it’s time for those details!

A transponder, much like in real life, is a shipboard device that sends out identifying information on a public channel. Smugglers, pirates, and other shady types find some advantages from turning it off, offset by increased attention from patrols.  Conceptually, each ship has one, but in terms of game mechanics, it’s controlled on a fleet level. All ships in a fleet either have their transponders on or off.

Because I’m pretty sure someone will bring it up: you could probably squeeze some nuance out of allowing per-ship transponder control. However, I think it’s better to keep individual mechanics as simple as possible and get complexity out of the interactions of different mechanics instead. It’s the same idea as having a few simple rules that work together vs one really complicated rule. In the first case, you have a game. In the second, you have a mess.

Overview
Before diving into the complexities, let’s summarize what the transponder does, mechanically:

Turning the transponder off attracts the attention of patrols, makes you harder to see, reduces the reputation impact of your actions, and allows trade that might not be possible otherwise due to your reputation.

I think it’s interesting to see how something that can be summarized relatively succinctly nonetheless gets very involved in the details. With that in mind, let’s dive into those.

patrol_hail

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Trade & Smuggling

(If you’ve read an earlier blog post, “On Trade Design“, some of what follows is going to sound familiar.)

Trade and smuggling are closely related, so it makes sense to tackle both at the same time. Smuggling is simply a more detailed case: trade with complications, if you will.

If you’re going to have a successful trade run of any sort, the first thing you need is information. The main way the player gets information is through news reports and intelligence assessments. Information is important for more than just trade, and these reports have a dedicated tab in the UI.

intel_report_list

For trade, the information the player needs is straightforward: where can they buy or sell something at favorable prices? This kind of information is where things could easily descend into spreadsheet hell, with the player poring over pricing information for every commodity at every market, trying to find the best deals.

It’s important to note that it’s not a binary condition (“too much information” vs “a good amount”); how much information to process is “too much” is subjective. So, the approach to managing the amount of information presented is going to be based largely on my own feelings about what seems right.

Much of the problem is taken care of right off the bat by the economy simulation. When it reaches an equilibrium, prices are such that trade isn’t profitable. For example, if market A produces ore, and market B needs it, the simulation will reach an equilibrium point where the price of ore on both markets is about the same. Throw in tariffs on both ends (set at a brutal 30%), and shipping ore from A to B just isn’t going to bring a profit… unless something happened to disturb the balance.

In some cases, that disruption is directly due to an event. A food shortage will directly increase the price of food. Less obviously, it will also destabilize the local market and decrease the prices of everything else, which may or may not result in other profitable trade runs opening up.

What this means is that you can’t rely on news reports of events being the only way to find out there is a trading opportunity. While the number of these opportunities is much more manageable because they’re mostly driven by events and the simulation actively stamps them out over time, the game still needs to keep track of prices and convey that information to the player.
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Fleet Creation

During the last couple of weeks, I’ve been working more and more on content for the next release, as opposed to features. The next release is going to add four new star systems – Arcadia, Eos, Magec, and Valhalla. David has done a lion’s share of work in mapping these out and creating the backstory – and now, it’s time for these to be populated with fleets.

When adding content, a key question that comes up is how much to procedurally generate vs hand-craft. Both approaches have their pros and cons; on a very basic level, hand-crafted content is going to have higher initial quality, while procedurally generated content is going to have more replay value. It’s not a question of which approach to choose, though. Every approach lies somewhere on a continuum between the two, so the question is exactly how to mix hand-crafted and procedural components, and in what proportion – in this case, specifically as it applies to fleet creation.

Before deciding how to do something, it’s not a bad idea to figure out what it is you want to actually do. With that in mind, let’s take a look at what we actually want out of fleet creation. There are two parts to it: what ships make up a fleet, and what kinds of fleets to spawn (and where, and how often).

Fleet Composition
First, the obvious: what ships go into a fleet depends on what type of fleet it is. A trade fleet is going to need freighters, a patrol is going to need fast attack ships, and so on.

hab_glows_sindriaCompletely unrelated screenshot of the habitation glows on Sindria, along with some backstory

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Markets

In the parlance of the economy system, a market is any entity (generally a planet or a space habitat) that participates in the economy. One of the primary ways of interacting with a market is through the trade screen, which therefore needed a major revamp from its current incarnation. Let’s take a quick look at the new trade screen, and then talk about the details of how markets work.

 jangala_tradeTrading with Jangala in the Corvus system

Please note that the market-related screens aren’t completely finished. Some of the artwork in the screenshot uses placeholders – for example, the top-right  icons for market conditions currently use hull mod icons. In general, things could change from what you’re seeing now, but I wouldn’t expect them to change too much. That said, let’s dive into the details!

Market Conditions
In the upper right, you can see a row of icons labelled “market conditions”. Market conditions are the building blocks that define a market – they determine what it produces, what it consumes, how much population it has, what type of planet it is, and so on. For now, buildings and installations are also rolled into market conditions, though later on they’ll probably receive more detailed treatment.

Jangala has the following market conditions:

  • Urbanized Polity
  • Regional Capital
  • Orbital Station
  • Military Base
  • Autofactory – Heavy Industrial
  • Organics Complex
  • Orbital Burns
  • Jungle World
  • Population – hundreds of thousands

The “Urbanized Polity” condition, for example, increases demand for luxury and domestic goods, and reduces food production. (Rampant speculation on what the other conditions do may officially commence.) Read the rest of this entry »

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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