Hello Everyone,
All of you have some good points as far as the trade system in freelancer goes, or should be like. Back in the day before the internet was available I used to play a multiplayer game on BBS's. It was called Tradewars 2002 and was one of the most fun I have had multiplayer. Then Wing Commander came out for the PC and I thought that if they could coombine the two, they would have a huge hit. Alas nobody came out with my dream game but I spent alot of time thinking about how I could implement such a system. I have some comments to other posts in this thread and then I explain how I would implement such a dynamic trading system in FreeLancer (kinda technical, so I put it last so you can skip it if you want).
Being a programmer myself I agree on how easily a new trade system system could be implemented. It would involve very little CPU time and you could get dynamic prices on the fly no problem. There would need to be little interface changes to the engine also, mostly behind the scenes "AI" programming. Both static and dynamic pricing systems have their advantages. If I were to create a trading system it would be a combination of static and dynamic. I like how DA implemented the static system, but it would so easily implemented better as a static/dynamic hybrid! I can't unsterstand why they didn't do this!! As it has beed mentioned before, a player who finds a good trade route has no reason to alter that trade route with a static system, leading to boredom. If the system were dynamic, then a player would be changing their routes bases upon the routes of other players. This would lead to more exploring to find bases so you could still make money.
Teabold: yes in my opinion it is viable to create a dynamic trading system by Microsloth. It wouldn't cost that much for them to do so either, its really a shame they didn't decide to put in the extra effort.
Bargib: agreed for the most part, you would need to "(simulate) the whole she-bang". But I think it would not be as hard as some think. Below is a model I would like to work on assuming I got paid to do it
Megido: Yep
More complicated though.
Idioteque: Yep, a single players cargo would not be enough to change prices. However, if a player does do certain trade routes, you could assume that the computer would do those exact same trade routes (because they are profitable). So then you _could_ base the rates on purely what the players are doing
And yep, the system would need to be in balance _before_ the addition of player characters. This I believe is the problem in implementation of current gaming AI's.
Mustang: Why wouldn't the that option be available to show the trade routes (good or bad price) of a dynamic system? The CPU usage would be minimal, trust me. It might still make it in a patch! Probably won't though, but we can still dream. As far as writing down trade route prices on paper, I did that way back in the day in Tradewars. I know what you mean. For someone who hasn't experienced it, they are missing in alot of fun.
Spacepilot Borodine: your 4 points are the same as I had in mind. I wish I had played Elite in the past, sound like I missed out on an excellent game!
Greyfish: As long as the system in initially balanced, and maintains its balance, everything should be ok right? Similar to the alignment system, if a player does a trade, and equal but spread out result will propagate through the system. If a played does a particular trade, the money he made should shift the system's money away from that trade lane but still maintain a balance of credits available to be made by players.
Spartan: I think if a dynamic system is correctly implemented it would not lead to "landing and leaving a planet repeatedly until prices are good". As far as "Having to look around for selling prices is a waste of time", I think that if you are given the proper tools in game to detect good trade routes in a dynamic system, it would not become tedious for a player, since they wouldn't be _required_ to write everything down as notes.
Apocalypse: Exactly the reasons I wish a dynamic system was implemented. This would stop all the newbies from _only_ doing those that are the most profitable. A dynamic system would incourage exploration to find the bases that would lead to a better deal. I agree it would be easy to implement, as long as it isn't a "full" implementation involving the NPC's.
Yminale: Trading in NOT boring in a dynamic system. The game should show rankings of each player on the server when you login to the server along with your rank within everyone else. This will inspire the competitive nature of people to make more money to outdo the other players.
Those are my thought on the trading system. Other features I wish were implemented (besides dynamic trading) in FL were planetary orbits and other moving bodys, gravity wells, and the option of using a neutonian flight system. Also, alot more upgrades to your ship would have been wonderful, such as in the Privateer line of games but more! Basically just a money sink so each player can compete to who can make the best ship (the ship is like a character in an RPG, and the various upgrades would be like character equipment). Server clusters run by Microsoft to support mass players would also have been wonderful. I would pay monthly! There should also have been more interaction possible between a player and a factions bigger ships and bases. Player "guilds" should be able to purchase large ships as a base so that they could have more than one ship available to them (Imagine having a Sabre and a Humpback docked and switching between them at your base at will!). You could buy fuel to move your base from one location to another.
Anyways, I'm tired, goodnight everybody!
Mox (
[email protected])
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Here is how I imagine how a trading system could be implemented (technical rablings from my brain):
1) When the server was started the prices would be similar to those already in the game. Each base would have a set quantity of each commodity. The way you would get these numbers intially would be either have people set them manually or run a "stabilizing" routine on the universe.
2) Each base would either produce or consume products, and would tend towards the starting number. There would also be minimums and or maximums. The game has already established which bases (regions) produce and consume products, just build on that info.
3) If the current amount in base inventory exceeds the use of a product, the price goes down. If the amount in a bases inventory goes below the production normal, the price goes up.
4) To get a list of current prices of all bases realtime, you could go to the trading computer on your ship. The red/green box would change to a colored bar. Red would mean that the product would sell for a loss, green for a gain. The length and direction of the bar would indicate the amount at the base as opposed the the base's normal amount. There would be an analyse button added to the interface. It would contact all the bases that you have previously landed at and get their prices. You would select a range in hops for the computer to report on and the computer would show you the port that would realize the maximum profit within that range of hops. Optionally, you could also provide the "durability" of the route to the player (how quickly the profit would degrade the next time if you were to make the same run).
5) The server operator would be able to "inject" credits into the dynamic system either automagically via random events, or events from a predefined list, or from the will of God (the server operator picks the event's time, place, and product affected). This would allow the server operator to control the amount of cash introduced to the system as the number of players grow/shrink. If the players are hard up for cash, add credits to the system. If the are rich, decrease credits from the system. The operator could also edit the amount of the cost of ships, ship repair, and missles and such. It is imperative that you have a money sink for the system!
6) The price a base sells a product for is modified by the amount the base would have left after the current purchase is made. This means that someone buying a small amount would get a better deal than someone buying the whole amount left at the planet. But of course, the player with the bigger cargo hold would still get more money out of the run. Same goes for the reverse; If a base is buying a product, it will pay less to someone bringing in a gluttonful of a needed product as opposed to someone bringing in a smaller amount.
7) (Optional?) Bases will earn a very small percentage of credits for themselves for businesss that they do. The bases will of course, compete with the other bases in pricing. If they find that they are being passed up in favor of the next base over, they will alter their prices.
Note to #1 above: The "stabilizing" routine talked about in #1 is a neural net's learning algorhythm, this would take some initial CPU power at first anytime the sources of supply are redone. This should only happen when the server admin changes the initial values of a base. This would change internal weights invisible to the player to stabilize the system.
In order to have a truly the illusion of a dynamic trading system, you would also have to program hueristics into the A.I. of the computer controlled ships to make them seem to react on the trading system. Some rules would be:
1) The computer creates tasks of routes of freighters approximate to the actual goods that would be shipped by a player in a given trade lane.
2) If players loot alot of a certain product (from the freighters in #1) in a given area, the the computer A.I. would increase the amount of bounty hunters.
3) If a player ships goods in a freighter to make credits, then the computer will decrease the number of cargo ships carrying said cargo. Pirate activity would also increase.
4) If a player kills the pirates that show up due to increased trading, then the computer will decrease the amount of bounty hunters operating in the region, and freighter trains will be more prevalent.
5) You could even go further, and create weights on which of the differents aligned factions would be operating around each area.