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Post by Ellington on Dec 4, 2011 18:35:39 GMT -5
Heres some I came up with; what do you want to see?
canned goods, wood, toys, industrial, oil, metals, unspecified luxuries, diamonds, blingtonium
As for black market... booze, catnip, Fluffyitium, mondo mushrooms, stolen goods.. maybe immigrants and secret agents?
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Post by Calvin on Dec 5, 2011 22:37:52 GMT -5
Reading through the logs of some meeting quite a while back got me thinking....So perhaps... - water
- wood
- salt
- oil
- scratch (everything is made from it, right?)
- cloth
- fuel
But, please, no crying babies. Been there. Done that.
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Post by talon on Dec 6, 2011 20:07:28 GMT -5
Hmmm. Cyclical factory systems?
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Post by Marcus Langley on Dec 7, 2011 3:08:25 GMT -5
Wobbly-headed geisha dolls are right out.
As for potential black market goods - Small Arms. Gunrunning is a lucrative business, and I'm sure at least some locations (especially those with, say, a history of violent crime involving firearms) would have restrictions of some kind on who is and isn't allowed to move guns in and out of the area.
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Post by Marcus Cunningham on Jan 26, 2012 16:34:42 GMT -5
I like the prospect of splitting the goods into "Legit" and "Illegit"
Things like Water, Food, Bricks, Oil, Coal... standard.
Perhaps there are places where you trade one resource for another more lucrative one. Take Oil to a location with a refinery, and turn it into Refined Oil, which you could then sell elsewhere for profit. Could be 1:1, or say... bring Ore to a location with a smelting plant, and trade it in 2:1 for Steel.
A while ago Ell brought up the prospect of crystals as an energy source. Perhaps "Discharged Crystals" could be a legit cargo.
Illegitimate cargo could be drugs, alcohol, firearms...
Secret agents, slave cargo, information, and other nefarious cargos could be mission specific.
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Post by Marcus Cunningham on Feb 9, 2012 13:00:32 GMT -5
Have some more thoughts on Cargo and supplies, though I want to note that these examples will also factor in the prospect of key locations around the world being equipped to refine cargo.
In these examples, most places won't outright sell Steel BUT if you bring Ore to a Refinery, they'll make it into Steel at, say, 2 ore to 1 Steel. Then you take the steel to another location and sell it there.
For anyplace that isn't a refinery equipped location, they'll have a separate indicator to track their need for Processed Goods, which would be things like Steel, or Refined Fuel, or Processed Narcotics.
Cargo exists in five classes: Legit, Illicit, Dangerous, Rare, and Unique
Legit cargo is just that, legit. Police ignore it, it sells almost everywhere, yay legit cargo. Assuming there's a Karma system in place, Legit cargo won't earn you negative karma, though may offer you positive karma if you bring food to a location wracked with famine (Call it a random news event. "THIS JUST IN! IGLOOPOLIS needs FOOD, BADLY!")
Legit cargo would include:
Lumber Food Spices Ore [Take to a Refinery to process into Steel] Tools Raw Ether (Unrefined fuel) [Take to a Refinery to process into Processed Ether]
Next is Illicit cargo. This stuff is illegal to transport, and costly to process (Probably only a Tortuga-like Refinery will touch the stuff). If you allow a police cruiser to search your ship and you have illicit cargo, they will confiscate it so BE CAREFUL!
Illicit cargo includes:
Narcotics [Take to a Refinery to process into Bliss] Firearms Liquor
(I include Liquor in the Illicit tree to indicate that it may be illegal to transport booze across locations for tax purposes. See also Real Life and Moonshiners)
Next is Dangerous Cargo. This is cargo that, by reason or purpose, makes your flights more troublesome. It isn't necessarily illegal, mostly cause the cops don't want to carry it around either. I'd say 9 times out of 10, Dangerous Cargo is usually mission specific, and may deal with whether or not you're playing a Good Guy or a Bad Guy.
Dangerous Cargo:
Monster Eggs - Increases monster encounter rate Payroll - Increases Pirate encounter rate High Profile Pirate Boss - Increases Police encounter rate
Rare cargo will pop up every now and then on the map, probably by announcement, and will be like the random Diamond drops the maps used to have.
Rare cargo is just that, rare, but very valuable. It would include things like:
Gold Other Precious Metals Pure Ether [Take to a refinery to process into 2 Refined Ethers for every 1 Pure]
Last, the Unique. I say unique because they're hyper rare, and each ship would be limited to carrying only one. Perhaps there'd be a perk or something that would say "You can carry 2 units of Unique cargo". They could be for RP events, or pop up at hyper rare moments. Limiting the pilots to 1 unit per is to keep someone from swooping in at a lucky moment with a Leviathan or something and buying all the super awesome cargo, then selling one each for the rest of the game.
Yeah, I know, people will say "Well that's how flying a Levi is awesome", but it makes it mean something to the story to have cargo you can only have one of. Plus if you limit it to 100 units, then it's a mad dash.
Unique cargo could literally be anything, from polarized materials that float against gravity to shards of perfect crystals usable as an energy source.
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