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trading ship
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SpaceTrace Forum Forum Index » Impossible inventions » trading ship
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this vote will decide about the future of this invention:
this can be added to the game
47%
 47%  [ 30 ]
it needs some changes but it is a good invention
26%
 26%  [ 17 ]
i will post the needed changes here
6%
 6%  [ 4 ]
no good try another one
19%
 19%  [ 12 ]
Total Votes : 63

Author Message
tec_server
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Joined: 04 Nov 2002
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 Post Posted: Tue Nov 05, 2002 2:15 pm    Post subject:
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trading ship

this ship, is a very fast, and cheap ship, which will be used for trading pourposes, once the administrators have designed s trade center.


attack/life: 0/500
manpower: 50


warp: 20
researchtime: 1 d
buildingtime: 10 h


kazuuula-technology
needed research:
gravity
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spacetrace
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 Post Posted: Tue Nov 05, 2002 2:17 pm    Post subject:
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i like the idea of trading, but we need a concept on which a trade game would make sense, pls. collect all thoughts
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Dougster
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 Post Posted: Tue Nov 05, 2002 2:26 pm    Post subject:
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Well, it cant be racially specific for starters, everybody will have to have it if it becomes part of the game.

Will it be like the old artifact carrier, I never used it so I dont know what it did.
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spacetrace
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 Post Posted: Tue Nov 05, 2002 2:31 pm    Post subject:
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like smod told before, the problem is that some players abuse multiple accounts to get an advantage. we tried to make the gameplay of spacetrace multi-safe -> the usage of more than one account should be boring and less effective.

but how will you achive this for a trading game?

if you have an idea, pls post it.

[ This Message was edited by: spacetrace on 2002-11-05 15:21 ]
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King Bugsey
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 Post Posted: Tue Nov 05, 2002 2:54 pm    Post subject:
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Well.. It could possible be a good ship, and trading good be ok..But what would people be trading?Wouldent that introduce a new way for farmers?
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spacetrace
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 Post Posted: Tue Nov 05, 2002 3:30 pm    Post subject:
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@dougster

i meant:

the game play of spacetrace is based on a confrontation concept that should work like this:
a technical solution to solve the multi problem is second best. better: the game is constucted like : it makes no sense to use multi accounts.

and it is like that , because:

it makes no sense to make a unfair confronation (with multiple fleets) because you cannot learn something from an unfair confrontation, in fact it's the avoiding of a confrontation. that leads to : the players who try to play honest will learn the most and are the best.

that was a fundamental idea of spacetrace, that we tryed to keep the confrontation fair, because we don't wanna scan the database for multi accounts...
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spacetrace
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 Post Posted: Tue Nov 05, 2002 3:44 pm    Post subject:
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if you know how to use this fundamental rule for a trading component , pls tell us
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Dougster
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 Post Posted: Tue Nov 05, 2002 3:53 pm    Post subject:
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You can build commandos, I can build disble ships, but they dont do what I want anymore, so I swap with you, you can now build disable ships and I can build commandos, we have swapped knowledge and technology. If you want to build commandoes again, you would have to do another swap, or research it again. Does that seem right???
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Baelic
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 Post Posted: Tue Nov 05, 2002 4:54 pm    Post subject:
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Well, since it was all my idea, i suggest, that I get some of my opinion in the forum.

My first idea, was that instead of endless battles, there could be a time of... "PAX ROMANA" in which, even though there may still be battles going on, it could be a time of prosperity, and knowledge, in which new technologies are discovered, and found.

Then after the WAR has calmed down a bit, i suppose, that trade would start up again, (like before the war of the worlds started) and for this, my Trade Ship,(designed by me) would be put to use. One of it's uses, would be to do odd works, for prewarp worlds, since they can't go into spce, they can be contacted, and a contract can be signed with them, to help them achieve space travel, and dignity. After trading with them for some time, your influence could help them become your colonies, thus acquiring more manpower, and points.

So instead of war, i propose prosperity by way of trade, and unity.
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Baelic
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 Post Posted: Tue Nov 05, 2002 4:58 pm    Post subject:
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sorry, i forgot, in order to eliminate "multys" e-mails should be conpared if a player has more than one name on the same e-mail, it can be supposed, that he, or she is cheating
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Vhuurt
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 Post Posted: Tue Nov 05, 2002 6:53 pm    Post subject:
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First, a trading ship cant be racial specific.

Then, it makes no sense to trade with the system which we use right now.
Maybe it's a good idea to trade self constructed ships. But i think there have to be someone who controlls this ships for further game balance.

What should be the currency? Manpower or Points?

There is another great problem. Trading also means growing ... until now players can only increase their points, but not Manpower, Planets, ore something else.
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Baelic
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 Post Posted: Tue Nov 05, 2002 7:16 pm    Post subject:
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Well, once the prewarp planet's population has voted to become a colony, that planet, could be added to the property of a planet, for example:

Planet's votes for unification to your empire:
1359 vs 45
Unification complete:
1404 manpower has been added to your HQ. screen
You now have one colony!
transwarp gate open with (prewarp planet) 15warp between planets (home planets, and colony).

then in the fleet screen, there could be an option, to pay umm... 1200 points, to build a spaceport in the colony that way, ships can also be built there. Then having two planets, you can influence more planets, and conquer the Galaxy, if not, the game is endless, and hopeless, this way, a Galactic Empire is possible.

oh, and the trade ship should be avaliable to all races.

though i haven't yet thought of what the trade ship could trade, it would be an incredible idea

[ This Message was edited by: Baelic on 2002-11-05 19:18 ]
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Vhuurt
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 Post Posted: Tue Nov 05, 2002 7:21 pm    Post subject:
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@Baelic: How should a prewarp world vote?
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Baelic
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 Post Posted: Tue Nov 05, 2002 7:29 pm    Post subject:
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well, if their population is represented by 1404 candidates in their congress, they have 1404 votes, and it would be based on your influence on them, like if your trding with them without stoping, and i don't know...

oh, and if a prewarp world is turned into a colony, it should add 2 more fleets, one the planet's base, and the other, and extra fleet for attacking, and you know... to take over the Universe!!!
hahaha
I don't know, if this comes to pass, It would have to be throughly worked on, and it would take some time to organize and fix the scripts and stuff...
I don't know why I brought the topic up in the first place, maybe someone could help me, say what I mean, because I'm getting confused.
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Spore
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 Post Posted: Tue Nov 05, 2002 7:36 pm    Post subject:
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I think the ablity to get more mp like that would give more powerful players/alliances a huge advantage.
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Baelic
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 Post Posted: Tue Nov 05, 2002 7:46 pm    Post subject:
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@Spore
any player will be able to influence a prewarp planet, specially, since there are somany new planets everyday. And the alliences will not have anything to do with the colony, since the colony is the property of a player, not his allience.
You also have to thinck, that there will be more that one player competing for a single planet, and the competition will be fierce. For competition will lead to attacks on convoys by pirates, and well... it would be awsome...
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admin
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 Post Posted: Tue Nov 05, 2002 8:18 pm    Post subject:
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it is impossible to increase the manpower.
the server cannot calculate battles with more ships than 5000.

so maybe an option would be, that there can only be a certain manpower in each fleet. or maybe even in one sector there can only be a certain manpower of the same person.

i think a better trading-unit would be a kind of trading resource like "trintium" or kind of goods
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Baelic
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 Post Posted: Tue Nov 05, 2002 8:21 pm    Post subject:
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I agree, if this new Trading concept was to take place, the manpower in each fleet, should be less than 2500, that way if attacking with two fleets, nothing happens.So there should be a limit.

The trading units should be different types of metal, like, Trintium, Uraniuminum, Baelicium, etc. each with different tonnage, that way, you need two or three ships to transport it to planets. And the more that's transported, the more favorable the planet will be, to become a colony.

by the way, how many administrators are there?


[ This Message was edited by: Baelic on 2002-11-05 20:27 ]
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Captain Starlight
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 Post Posted: Tue Nov 05, 2002 11:20 pm    Post subject:
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I think they are multiplying
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Spore
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 Post Posted: Wed Nov 06, 2002 12:02 am    Post subject:

I like the resorce idea but what would it do?
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