FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue May 05, 2015 2:02 pm

Bonnie Lass wrote:Oh, I think I understand what you mean by leveled amounts of scrap for the goods, you want them to sell for more in different sectors, yea?

Nope, I mean that trade goods can not have different prices depending on difficulty. Prices will always be the same for all difficulty levels, but general scrap rewards are lower with higher difficulty, so trading becomes more profitable in comparison. You judge the trade profits by your experience on easy mode, but as mentioned, thats not what CE was designed for. Then again, trading on easy is the only thing where CE makes a difference.

Bonnie Lass wrote:Then yeah, keeping the player cooperation thing is probably for the best.

Player cooperation will always be required anyway, dummy weapons could not be removed in events either.

Bonnie Lass wrote:(really punishes you if you find an augment in the wild, since you can't store them).

Yeah, thats part of the idea. You are only punished if your aug space is entirely full though. Some ships can easily carry around one trade good in the early game. And in the end it's really up to you weather you decide to use the trade system or not.
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 2:11 pm

If not for the whole augment aspect, trading would be a very useful thing to do late game when ships have a much higher chance of doing some severe damage to you.

I really think dummy weapons is the way to go. 2 power flak weapons that have a 'cargo' icon, it'd work splendidly in my opinion. But it's your mod, so what you say goes.

It just seems incredibly niche in its current state, just very very situational, when I'd really like to see it play a larger role.
User avatar
Biohazard063
Posts: 403
Joined: Fri Feb 14, 2014 4:38 pm
Location: Out of bounds
Contact:

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Biohazard063 » Tue May 05, 2015 6:58 pm

Not entirely sure, but isn't it so that weapons in your hold can't be used in blue events?
Would require a bit of a revamp to the entire trade system.
You'd have to give up the reward of getting the right good to the right place unless you have the "trade good" on your weapon bar. And seeing how in CE, stores can have a battle to accompany them... could cause some issues.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Tue May 05, 2015 7:18 pm

Biohazard063 wrote:And seeing how in CE, stores can have a battle to accompany them... could cause some issues.


But the Store interface always comes up first before the battle begins. You should swap your cargo out for weapons before beginning a battle and if you don't, because you were in a rush to get fighting, it's sort of your own fault for not preparing for battle...
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 7:27 pm

Oh, if blue events can't see what's in your cargo hold then nevermind. That's a sucky limitation.

Is there no way for the game's scripting to store variables long-term? Like, maybe giving you a 'quest' after you buy a trade good that doesn't have a destination? Or do quests get cleared when you travel to a new sector?
User avatar
Biohazard063
Posts: 403
Joined: Fri Feb 14, 2014 4:38 pm
Location: Out of bounds
Contact:

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Biohazard063 » Tue May 05, 2015 7:43 pm

stylesrj wrote:But the Store interface always comes up first before the battle begins. You should swap your cargo out for weapons before beginning a battle and if you don't, because you were in a rush to get fighting, it's sort of your own fault for not preparing for battle...

True enough. There's enough events out there that punish the rushers. Well, two that I can think of.
Using drones instead could help, though it would mean you'd be able to immediately activate them. And if you want to use them in blue options, you'd need a drone control system. A choice many of us aren't ready to make.

So, it looks like we're back to where we started as in that as long as we are using blue options, which is something that needs to happen if we want to keep the higher rewards and the penalty of sometimes having the fleet advance, we're sort of stuck with using dummy augments for trading.

All this talk about trade goods actually made me wonder about a random thing :
Can you use the Oxygen supply trade augment to help the ship that is running out of air ?
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Tue May 05, 2015 7:49 pm

Using drones instead could help, though it would mean you'd be able to immediately activate them. And if you want to use them in blue options, you'd need a drone control system. A choice many of us aren't ready to make.


Yeah, I don't want to be forced to use Drone Control if I want to trade. Although then again, I hardly-ever use Drone Control, so having being used as a Trade Bay would make it useful throughout an Infinite run.

Biohazard063 wrote:
All this talk about trade goods actually made me wonder about a random thing :
Can you use the Oxygen supply trade augment to help the ship that is running out of air ?


Yes. I've done it a few times.
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 8:13 pm

Okay so apparently quests CAN be cross-sector, so why not just make it so trade-goods give you a quest that stores can check for?
User avatar
Biohazard063
Posts: 403
Joined: Fri Feb 14, 2014 4:38 pm
Location: Out of bounds
Contact:

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Biohazard063 » Tue May 05, 2015 8:47 pm

Forcing drone control on us if we want to trade would be a bad design choice. Whilst it could be handy like you said in infinite runs, it doesn't really warrant it in normal runs. We'd seldom get the chance to make high profits out of it, and we'd be stuck with a drone control not knowing if we'll be able to get it to a state in which it won't be a waste of a system slot by the end.

Not without removing the other downsides of trading such as fleet advancement and what not. On the other hand, it does give ships starting with drone control an quick boost. For now, the ships starting with drone control (other than Mantis B) have nothing special to them. By that I mean the special options given to us through augments such as mantis pheromones, rock plating and slug gel.
Problem is, these augments are to some extent already a balancing factor to "nerf" trading on them a bit as those three augments, well... take up an augment slot as well.

Seems like this whole trading business is a lot deeper then we thought....

Bonnie Lass wrote:Okay so apparently quests CAN be cross-sector, so why not just make it so trade-goods give you a quest that stores can check for?

What good would that do? (Legit question since I might be missing.) Every store can be considered a quest marker if you're looking to get rid of the trade good. It doesn't change the fact that blue options (again, probably) can't be used if the item that gives it is in your cargo hold. That combined with the fact that events can't take away your equipment means that after doing the trade, you're still stuck with the augment/drone/weapon if there isn't a store straight after it, this could result in having like 6 stores in a single sector. If you thought the quest marker could serve as a shining beacon saying : "There's a shop here, put your trade goods in the slot." then you're right, but a normal store marker is just as effective at that, as long as you pay attention to whether you're fighting a ship or not.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue May 05, 2015 9:28 pm

Biohazard063 wrote:Not entirely sure, but isn't it so that weapons in your hold can't be used in blue events?

Right, that was the other reason why dummy augs where the more elegant thing to be used as trade goods. Events can't detect what's in you hold, but augs can't go there.

Bonnie Lass wrote:Okay so apparently quests CAN be cross-sector, so why not just make it so trade-goods give you a quest that stores can check for?

Stores or events cannot check weather the player has a quest. Quest destination will only be generated in the next sector if he player has few jumps remaining in the current one. Even if what you suggested where possible, that would remove the meta goal of finding and uncovering stores during the run.

Who is online

Users browsing this forum: Google [Bot] and 9 guests