[IDEA]Interstellar Trade Mod

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Timothy King
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[IDEA]Interstellar Trade Mod

Post by Timothy King »

It's only an idea yet, please give me your opinion. Is it possible with current API? I may add some mock images later.


Summary
Add interstellar trade as end game.


Concept
  • Add maximum amount of end game by adding minimal elements.
  • Make players mass-produce items that are not usually made much.
  • Make players do mass stockpiling / production switching not done in normal play.

Story

The player successfully launched the satellite. However, the first received communication was from an unknown civilization, not from his home.

"Hello, is there someone? It is strange. I thought that there were only insects or fishes on that planet. Anyway, in the current Galaxy law, you are the representative of that planet. Would you like to trade with us? Our agent on orbit will respond."


Trade recipes

Once a satellite is launched, a trade tab is added. Several trade recipes are displayed on the trade tab. A recipe requests 1 to 6 items and returns 1 item. Each item stack reaches hundreds to thousands, in some cases tens of thousands.

Basically any item can be chosen. (Other than water, fish and trees?) For returning item, resources and basic parts tend to be chosen a little.

Recipes are randomly generated based on some internal currency value. Normally it is a ratio that makes a little profit, If you save rocket parts. But sometimes a recipe that will make you lose appears.

The number of recipes displayed at one time can be increased by research.(Up to 16?)


Trading procedure
  1. Firstly complete a rocket with a rocket silo as usual.
  2. When the rocket is completed, trade recipe can be selected.
  3. Once the player loads the requested items, it will be able to fire the rocket.
  4. When the rocket is launched, the supply item is dropped from orbit instead.
  5. When all dropped items are taken out, the next rocket can be created.
  6. Recipe once used for trade disappears.
A recipe may contain one liquid. In this case, some pipes are attached to the rocket silo. Like assembly machines.


Coin
Coins may be offered as items that you can get in trade. The coins themselves are the same as those used in the "tight" scenario. Coins can be used to buy something in trade of course. In addition, it is used for payment of a penalty to be described later. Moreover, it can be crafted to meaningless expensive trophy items.(Golden rocket statue and so on.)


Penalty
If you cancel the selected trade recipe, you need to pay a penalty with coins. The canceled recipe disappears. The amount of the penalty is doubled each time canceling, and it increases endlessly. However, it is reduced by half each time trade is completed. In other words, in order to continue trade, it is necessary to achieve 50% of the emerging trade recipes.

You can cancel coin paying trade for free. (To prevent deadlock.)

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