SF RPG: Ideas for commodities

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12 comments, last by Wavinator 23 years, 4 months ago
This one''s short and sweet... The Game: A 3D isometric SF RPG The Problem: Looking for interesting, cool trade goods The Details: I hate trading games that have you shipping water and grain to other star systems! Realistically, they''d cost too much to ship, and not be worth it. (However, depending on the science, probably NOTHING would be worth it, realistically... so I don''t want to be too realitic!) What are some nifty, futuristic items you could ship? Ideas so far Various rare ores - materials used in shield or jump drive construction Advanced medicines - Biomemetic gel, medical nanites Machinery - City block sized terraformers, agricultural harvesters, androids ... this is the sort of stuff I''m looking for. Post ''em if ya'' got ''em! -------------------- Just waiting for the mothership...
--------------------Just waiting for the mothership...
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Why don't you use Units (Soldiers, Slaves, [Droids], etc.) as trading goods?

Oops, you already mentioned 'Androids'

Thinking is already a material process

Edited by - kabale on December 18, 2000 6:06:17 PM
Or, drifting a little bit away from ''trading'', the player could get the offer to transport secretly a person (i.e. a criminal) to a specific destination?...

Thinking is already a material process
Cryogenic tubes
DNA banks for repopulating planets
Biological weapons
Alien creatures
Hazardous materials

Have an optional Tractor Beam, so you can tow ships or other large structures (jump gates?) between places.


NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ...
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
Probably not the perfect place to put this, but hey...

Will you be able to purchase your "modules" from almost anywhere, or at planets specialising at producing them. If you want to go the extra bit further, try this:

Since the "modules" require raw materials to be constructed, if there is a shortage of said materials to the producing planet, then the "modules" will no longer be available until more materials arrive. This would then be an indirect way of preventing players sticking to one or two routes.

Clear enough?


NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ...
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
Again a little bit off topic, but missions are pretty cool. Things like transporting passengers, carrying cargo for companies, or rush deliveries, for various companies that might not have enough ships to do things by themselves. Missions are good because they give the player something to fall back on if the totally run out of money, the only thing needed is cargo space.

On a related note, there''s a shareware game called Escape Velocity by Ambrosia software that has trading-ish stuff in it. It''s mac only so you might need to find a friends computer to play it on (or of course iMacs are getting so cheap now... ), but I think it would definitely be worth playing for ideas and such. The website is www.ambrosiasw.com

-Firecat
morfe, that''s similar to my reply to wavinators post "SF RPG: E-bay in space"...

Thinking is already a material process
Well did I say something about trading information...
------------------"Between the time when the oceans drank Atlantis and the rise of the sons of Arius there was an age undreamed of..."
Items appealing to the wealthy. Rare and exotic animals / creatures. Rare and exotic food delicacies like eggs, etc. These things can be shipped and sold like commodities.

Art. Rare antiquities from exotic locales.

Nanotechnology.

_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
Caviar
Opium
Arcian Red Wine
Voluptuous Virgins (I''d buy that for a dollar...)



NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ...
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick

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