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Adventure Mode... it's coming (Kickstarter).

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Ataris:
A-ha! Secret island spotted on the map, so it's not secret anymore. And we know where Muse a gonna set their base with hangars and some rocket shafts!

Squidslinger Gilder:
If you guys want a neat model of keeping a simple economy and making it work. The old Escape Velocity games are good examples. It isn't as complex as you are planning but it has a simple mission based economy along with a main story mission series for each of the factions. If you side with one or the other you can end up doing missions for or against.

There was basically 3 or 4 different missions which variables would change randomly based on the port you picked them up at. Passenger ferry, light cargo haul, medium cargo haul, and then heavy cargo haul. Depending on the class ship you had you could only run certain ones and you would start the game with just a simple Shuttle. So you then had to eventually trade and work your way up, establishing your fleet and buying larger ships. Or you could go pirate and capture goods and ships at the risk of the authorities coming after you.

So how it could work in Guns is. You start with say a Squid or another new light class ship. Then you eventually work, trade, or fight your way to larger ships. Or settle in on a ship you like and a play style you like. Me I'd probably stay with Squid all the way cause I'm proficient with it but others would want to go up to the larger vessels where they would gain better cargo capacity and weaponry. They might have trouble against pilots like me so adding an escort option for large trade fleets might be good. Which Escape Velocity did have. You could hire escorts to defend you from pirates.

They also added a basic commodity trade system where you could make credits in another way to go with missions. I honestly never really utilized it much but I know other players who swore by it.

Tron:
Well just an add on from Gilder's post. I have to agree with the Cargo trading. I mean look at the original GoI.

Gabriel traded cargo for guns untill he died (which was never really explained why he had to fly there)
What I think you could do though is have a place for the cargo to go, like the Icarus. Youd have to repair it from damage as you travel along, more damage, less cargo.

Im sure you Muse Guys know all about that mechanic. It was a pretty great game IMO

Pickle:
Both Elite and Patrician had fairly simple algorithm economies that responded to supply/demand.

If town A produces commodity X, then the price of X will rise if lots of traders buy it, and fall if they don't.  If town B needs X  the price will rise there for that commodity if no one is bringing it in, but fall if everyone brings it in and there's a glut.  The clever bit will be using AI captains to take up the slack until the player population grows and establishes its own trade routes, and then wean the economy off the AI.

If you're prepared to allow players to fail, then trading becomes much more interesting.  Allow to develop player-controlled trading companies loosely based on the East India Company, other chartered companies or the Hanseatic League to replace the guild/clan concept.  Although these do require the concept of player owned property - ships, commodities, warehouses, company offices and guild chambers.  If the economy is set right, the missions will create themselves.. the route between A and B becomes known as a profitable trade run, and an equally profitable run to ambush by brigands.

For ship ownership, new players are apprenticed to a trading company or faction (the apprenticeship being the duration of the initial training missions).  This leads to a loan to pay for a ship (to be paid back to earn Free Captain status), or the narrative could contrive for the player to be left a small ship by a distant relative or be granted a ship as a reward for services rendered.

I could foresee a small trading company with three cargo ships and three escorts, plying the trade routes in pairs.. whilst two scout ships explore the map to find new routes and trade opportunities.

Be sure and include something like the Droknar's Forge run from GW, a convenient shortcut available about half-way through the game but only passable at extreme risk by a well organised fleet.

Diceroll:
Hello,

Just to be sure... Do you still continue to support Linux OS ?
If you do so you can count on my money and on me to spread the word.

Thanks and take care of ya.

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