## Trading and Market Systems ### Trading at an Outpost 1. **Item Selection and Purchase** - Select individual items with options to buy multiple at once. - Possible discounts, limited-time items, or other gimmicks. - Confirm selection; items are delivered after a short delay via a chute in the dock. 2. **Bounties and Quests** - A nearby machine allows item turn-ins based on a rotating list of global bounties or quests, they should not be taken but you just bring the item over. This will there might be races to complete bonties or encourage ships to work together and split the pot. - Bounties can include fauna trophies, gems, items that can be collected from multipe plaents or crafted by a player. - Some bounties will be a specific item picked from landmarks that are collected from ungenerated ruins. Stuff like heads of bosses, or captured NPCs/players. This will encourage player interaction with fighting over limited items for high bounties. 3. **Factions** - Your ship faction plays a role in what you can buy and how much it costs - Faction clothing or other gear is locked behind your faction - You will get discounts if your ship is aparet of that faction or is otherwise alinged enough to get a discount - Some quests could be attatched to a faction and completeting it would reward you will a small reputation increase which would factor into price ### Market Adjustments 1. **Combining Systems** (I've somewhat changed my mind on this idea) - Merge the black market with the express console while removing the cargo console (or hide the black market in the outpost). - Implement price refactors; most crates should contain single items. 2. **Subsystem Management** - Detach supply management from the Shuttle subsystem and assign it to the outpost. - The Cargo subsystem handles mission generation and random discounts on crates. ### Separate Markets 1. **Pirate Outpost** - Slightly cheaper prices, black market goods, PvP enabled sector. 2. **Admin Events** - Easier management for admin-run events with their own shops, outposts, and colonies. ## Gameplay Loop Improvements ### Current Issues 1. **Stagnant Gameplay Loop** - Without admin intervention or creative captains, gameplay often follows a repetitive cycle: 1. Pick up a mission from the outpost (optional). 2. Dock on a planet. 3. Clear ruins and possibly complete repetitive quests. 4. Return to the outpost to complete missions. 5. Repeat. 2. **Lack of Ship-to-Ship Interaction** - The current system does not encourage ship interaction, except for rare events like crew dying on missions. ### Proposed Changes 1. **Mission Rework** - Refactor missions to encourage ship interaction. - Make missions open to all ships to promote competition or cooperation. - Reduce active mission count and add challenging missions like: - Defeating megafauna. - Rescuing captives from high-difficulty ruins. - Claiming bounties on pirate ships or tax evaders. - Planets should indicate their contents before full generation, with specific ruins linked to potential missions. 2. **Event Integration** - Create a new list of fresh and interesting events that align with missions. - Provide new role-playing opportunities to freshen up the game. - New events should be easily reusable for admin events, allowing for custom missions, bounties, and triggerable events with adjustable settings. ### Missions 1. **Remove and Refactor** - Remove storm missions. - Current fetch quests: allow box purchase or remove the box requirement. - New missions: - Kill a megafauna. - Obtain specific items from ruins (e.g., captives, secret documents, or weapons). ### Random Events / Antagonists 1. **Event Ideas** - Popup shops at outposts. - Situations where ships fight over a MacGuffin. - Mercenary-defended pirate raids.