![]() Most games in this genre are about getting to the 'fun' part of the game, which is not the part that involves trading. If you can look past who wrote it, there's a good overview of the trading game genre (all the right games are mentioned) and a good problem is identified. That's probably easier than having to write down everything yourself. Those games, as I recall, automatically added the prices of goods in your notebook, complete with how much profit you'd make by selling from somewhere else. ![]() Not space games, but I remember having a hard time ever getting into those, probably because I completely ignored trading. Maybe I should go back to the Sea Dogs games. Space Rogue has an NPC in the first system who'll give you some tips if you run a mission for him, which is cool. You get tips in the manual, like how you should sell minerals to agricultural planets and food to mining stations, but there's gotta be more to it than that. I keep wondering if I'm missing some way to optimize it. I just buy one of every item, go to a different station, and write down all the prices I can sell each item for, then repeat. How do you guys typically figure out all of the prices at each outpost or station in a trading game? I'm playing Wing Commander Privateer, which doesn't really have trading as its focus but encourages it in the early-game. And if you cheat to buildup instantly a facility, say a wine brewery, you still need to transport grape from vineyard ports back and hire workers which need time to increase in a town. Even if you cheat in a humongous number of goods in a port, that still need transfer elsewhere, and doesnt mean much. You have fun optimizing the transport goods from production port to selling port. You have fun set up schedule to buy sell items in a port and a series of ports. The humongous storage you have on a planet somewhere faraway just dont mean much to you, really.Ģ. The tiny time difference when you arrive that lead to price up or down that make you scream is key moments of that game. You have fun trying to find systems that lack goods and time your arrival on the dot. EVEN THEN that might affect the schedule where you time that completion to link with another part of selling strategy.ġ. Best they could cheat is instant buildup a facility. In this type of games, cheating rarely has desired effect because optimization need 100% manual and player involvement. ![]() The key is optimization, to design optimal ways to execute. The key is not gaining assets, though it's a large part of the draw. Maybe I'm going about it wrong? What can I do to get more of a grasp on the space trading genre? I've never played Elite, or any space sim older than Space Rogue should I do so? Is there something I'm missing? There's gotta be some autistic itch that trading scratches. I've been making decent profit by doing this, but is this really all there is to trading? Since you can't travel between star systems without navigating a somewhat challenging wormhole tunnel and having your hull eaten through in the process, I figured that it'd be ideal to keep cycling through two star systems that are right next to each other, as to minimize hull repair costs. In Space Rogue, I've been writing down the buying and selling prices of every item in every space station so I can document optimal trading routes. Both games heavily encourage trading as an early-game method of acquiring cash before engaging with combat. Recently, I've been playing Space Rogue and Wing Commander Privateer. But if I'm going to continue playing space sims, it looks like trading is something I'll have to come to terms with. In games that featured trading, like Mount and Blade, Sea Dogs, or Sid Meier's Pirates, I completely avoided it. I've never found trading appealing before.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |