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new person here!

Oct 14, 2003 niegel link
hay there, i rescently game across this game not too long ago.. the next patch of this game very promising as it leads towards to a space privateer trading type(like frontier elite) with actual piloting skills type game..

i used to play another game similar to that called jumpgate.. right now its a severley fubard up game. i think its going to shut down the next month or so. now not that many players play it anymore but the graphics look like it was nintendo 64 like with no advanced 3D pixal mapping stuff like per pixel lighting.. the leveling over there got harder when the big patch came in. and its only availiboy for winblowze. jumgpate was loosley based off of frontier elite.

so basically jumpgate = CRAP.

vendetta is weird.. its like freespace type engine. if ships moved fast like jumpgate, we end up doing pixelation battles in space.

unlike 75% of most 3d space trading games like eve and e&b are point and click and are a bunch of die hard capital ship wannabies there. eve online gets mentioned too much when it comes to "elite, 3d space privateer". its pissing me off because eve online is just point and click and the community is below average(which there is one PK corp and no one is able to stop them. they set up blockades and kill anything that goes through the gate). eye-candy graphics don't mean anything.

so.. keep up the good work with vendetta!! looking very fowards towards it!
Oct 14, 2003 Pyro link
Hehehe... You haven't seen anything yet... The devs have a heck of a lot more for us in terms of gameplay... *prods Incarnate to update the In Progress*

Edit: Oh yeah, welcome to the community! :)
Oct 15, 2003 paedric link
Hail and welcome niegel!
Oct 15, 2003 crazydeb8r link
If thats what you want, you'll be happy with the way vendetta appears to be moving. I can't wait to see the dynamic economy *drools on keyboard*
Oct 15, 2003 Arolte link
How exactly will the dynamic economy be implemented? Will it be totally random or will there be some logic behind it? I mean I'd hate to have one trade run where I get a huge profit from neutral widgets, and then come back five minutes later to find out that I get a negative net amount on that same trade route just because the economy has become randomized. That would suck. There should be some indicator to tell you where a certain widget or mineral is needed most.

I guess I'm a little skeptical. If it's what I think it is, I'll probably end up going back to pirating and bounty hunting.
Oct 15, 2003 romikq link
umm, I think it'll be supply/demand type of economy - so if you trade one route all the time it will become less and less profitable
Oct 15, 2003 Spellcast link
romikq, I dont think one person will be able to make the route less profitable, everyone would have to trade the route. What I would like to see the dynamic economy be is(for example)

Station A mines several minerals from the asteroid belt
Station B produces different quality Doo-Dads from the different minerals supplied by station A
Station C produces different quality Widgets from different minerals mined from station A
Station D produces different quality finished goods out of the different Widgets and Doo-Dads.
Station A uses cheap Finished Goods, Widgets and Doo-Dads,
Stations B and C use more expensive finished goods.

If no-one takes low quality minerals to station B, station B cant make any low quality Doo-Dads, hence the low quality doo-Dads go up in price, and eventually you cant buy them any more. by the same token, the price station B is willing to pay for the low quality minerals to make the low quality Doo-Dads also goes up.
Moving up the supply chain, this will eventually make low quality finished goods more expensive as well, since no one is taking low quality doo-dads to station D.

of course this is a simplistic version, but supply and demand means ever so much more than just prices, for instance, if no-one is taking high quality finished goods from station D to station E, which needs the high quality finished goods (maybe they are electronics) to make.. spacecraft, you cant buy any more high tech spacecraft at station E. Maybe all you can buy is the bus to get you to another station.
of course there would have to be NPC traders in some areas to make sure that some goods got through in the event that no-one wanted to trade that route. But I'm thinking that a route would have to be ignored for a while to have a significant effect.
Oct 15, 2003 a1k0n link
IMO it should be pretty much what Spellcast says, but the first implementation will be quite a bit simpler so there are fewer variables in order to tune its behavior. It isn't going to be totally random, Arolte, it's based on the actions of users like romikq says. Stations appear to "consume" widgets at a fixed rate (though they never actually run out of ones that they sell) and are supplied by users (and by convoy bots but not yet).

The full implementation really depends on the mission system being in place, though, so it's problematic to implement one without the other. Once there are missions, then you'll have an easy way of knowing which stations are in high demand for which widgets.
Oct 15, 2003 Arolte link
Coolness. Will widget descriptions change accordingly to explain where each widget is needed most, so at least traders will know where to go? I'm hoping there'll be some clues as to where traders should go, rather than having to wander around aimlessly. I've also got a feeling that asking people around will soon yield a lot of silence, due to the reduction of profits with the increased number of traders along the same route. D'oh!
Oct 15, 2003 Pyro link
Maybe there would be a trading computer that showed the prices of widgets at different stations? If anyone's played Space Trader (for Palm OS), the "show average prices" thing is basically what I'm talking about...

Edit: Piccy!
http://www.cs.unimaas.nl/p.spronck/picoverse/spacetrader/AveragePriceList.gif