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Gathering Feedback: Prospects and Bargains Messages in this topic - RSS

Nanako
Nanako
Posts: 501

23 days ago
Rakaposhi wrote:
One problem with Prospects and Bargains I can forsee is that players will likely stockpile bargains in the bank until the relevant prospect shows up. As time passes and your wealth grows the player is likely to accumulate enough stock to fulfill any prospect at will. It's certainly what I've done in my time in the Reach (with the odd sale of bargains to New Winchester at regular prices when I've needed sovereigns for a new ship or the like)

At that point they don't seem any different than the 'Major Traders' who have the regular trading routes locked down - they have a warehouse full of stock and deliver it when requested. Scouring the region for bargains isn't necessary as they've picked all this stuff up previously on their travels.


I actually sort of like this, it feels like playing as a proper merchant. Though i agree it does get a bit easy

What i'd like to see is some reason not to buy up every bargain you find. maybe have the price randomised and sometimes be not-a-bargain at all.
Or some cost to storing things in the bank
As it is, every bargain is guaranteed profit, so you just buy out the whole bazaar everywhere you go

I'd love to see the introduction of dangerous areas for player to visit, and of course safer zones. At the moment and from what I recall of Sunless Sea you can pretty much sail anywhere with impunity (tho sneaking past Mt Nomad always felt pretty epic in the starting ship)

I think we have these now, but it's just a matter of AI.
I got ambushed by marauders going into traitor's wood, they flew out from behind rocks, two at a time. Unfortunately they were just too dumb to catch me, and kept ramming each other and said rocks.

Ive seen herds of cantankeri, and yesterday i got swarmed by a veritable fleet of marauders near titania. Three at once, and then another three almost immediately.
They did kill me, but largely only due to luck and carelessness. They can't fly their ships effectively and the AI needs work
I think maybe marauders could also do with some kind of interdicting weapon. A net launcher or harpoon, to slow down little cargo ships that steam on past

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Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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