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Kitty Lambda Games Inc. Forums • Boosting the ecomny



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 Post subject: Boosting the ecomny
PostPosted: Sat Sep 23, 2006 1:56 pm 
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Joined: Thu Sep 14, 2006 11:30 am
Posts: 23
The cities need to buy and sell more goods not meaning that there should be more types of commodies but the commidies between them need to be more.

Example.
A player who has limited time can use log in and run to a planet and mine a wile, log out come back later mine some more, repete doing this untill they have a cargo full of material.
Then he will try and sell this, if the player can manage to sell the goods he will get a sense of accomplishment and will probably want to do this more giving.

As is to sell a cargo load of anything takes hours of city/planet/system jumping because the cities buy so little quantities of the ores.


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PostPosted: Sat Sep 23, 2006 5:21 pm 
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Joined: Thu May 04, 2006 6:07 pm
Posts: 179
Sounds good. Maybe what I will do is make it relate to the value of the cargo. If it is a cheaper cargo, they will naturally want to trade/have more. This gives a greater advantage to cargo-based ships on trading, too, since they can haul as much as they can fit early on, it's not limited by finding the right trading ports. Thanks for the suggestion!


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PostPosted: Sat Sep 23, 2006 5:36 pm 
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Joined: Thu Sep 14, 2006 11:30 am
Posts: 23
also it would be usefull to be able to tell how much cargo space you have and how much you have left wile in space.
I like to save one or 2 cargo slots to pick up what ever I have to kill on the way home.
Sometimes I wind up having to dump minerals to carry the loot.


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