Large Volume Cargo Contracts

Deon Beauchamp shared this feedback 15 days ago
Not Enough Votes

Make having a cargo ship mean something.

Bulk hauling contracts that would fill many large containers.

A suitable penalty/reward system to match.

Replies (3)

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Towing a sizeable space station could be another volume contract.

A quantity of unmarked military barges (Do not open).

Bulk trash delivery for recycling.

Giant mech parts.

Towing wrecks to ship graveyard.

New colony start up provisions.

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不得不说货船贸易将为多人游戏持续提供热度,老玩家可以可以销售他们多余的物资并且考货币来获得满足,新玩家也能通过交易提前获取需要的物资。

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This would require end game content like NPC's, an Economy, and a reason to do it. Why would I risk a grid to haul stuff? For some kind of reward. Maybe it's factional discounts on good, but then factional has to mean something. All of this is endgame content that Keen has been tight lipped about (which is 100% fine). I just hope they're thinking about this. I recommended a "starting faction" for players (toggle-able if people want) that disallows "god mode" for engineers who can make anything and everything. That way you have to do things like trade, provide security for a hauler, mine rocks for a contract, or what have you. All to gain frames to build the blocks you don't have access to. Again. Fascinating and deep endgame content. Not sure if anyone is thinking about that. If we are building a game, now is the time to start baking that in rather than trying to "lift" sections of code and insert stuff into it later and hope the compiler likes it, as well as all the code shifts are mimic'd up and down.

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