Space Engineers

Space Engineers

Frontier Economy (Adds money and Trade)
Devlah 24 Nov, 2015 @ 1:07am
Feature Suggestions
I wonder if it might be possible to add a feature that would allow players to create their own MarketZoneSpheres.
For example:
Player builds a station somewhere, and labels one or more of his cargo containers to contain the string [MarketContainer]. This then allows players to establish their own shops.

To further elaborate;
Player Derp could purchase a "Merchant License", which grants them a separate "Merchant Account" which they may name and transfer funds to and from at will via chat command.
For example: /license "Derp-Mart" would create a merchant account belonging to the player, under the name "Derp-Mart". A licensing fee would be subtracted from their balance, and then they would be able to /deposit 500 "Derp-Mart" or /withdraw 500 "Derp-Mart" in order to transfer funds between their Merchant Account and themselves.

For simplicity sake, Merchant accounts could be limited to one per player.
Any container belonging to Derp that contains the string [MarketContainer] and any other containers attached via conveyor system all count as one instance of a MarketZoneSphere for "Derp-Mart".

Derp could then dictate what to buy and sell from that container by using syntax such as:
"Derp Ore [MarketContainer] {Sell Ore}" curly brackets tell the container to freely sell the ore contained within at the existing market prices. Optionally, he could use {Sell "Iron Ore" 0.50} to specifically sell any Iron Ore in the container at 0.50 per unit. or {Sell "Iron Ore" 0.50;Buy "Iron Ore" 0.45}. This particular container would only deal in Iron Ore with these options, unless Derp were to name the container with {Sell All; Buy All}.
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Showing 1-4 of 4 comments
Captain X (PhoenixX)  [developer] 9 Dec, 2015 @ 8:01am 
I never got a notification on this sorry. We are planning on adding the ability for players to register their own trade regions -its actually a core goal to be able to trade between stations that have different prices. Your approach has some interesting ideas i like however, ive made a note of it on our github dev log.
DaCluwn 12 Jan, 2016 @ 5:19am 
PhoenixX , I think to avoid idle miners in leveling system(if there will be one), you should make that experience decreases over time , so idle players will lose ranks ,and would not get free money over time. just a sugestion.
ContrastX 12 Jan, 2016 @ 4:30pm 
I'm wondering if a weekly tax should be made. For example -33% taken from a players balance each week (28% is loan sharking). This "Tax" could be refunneld to the NPC bank that way the admin can watch his economy flurish or deminish. On Olympus Sector Server, players start with no tools and have to buy or make them. They then have to build their first small ship with an alloted 40k in credits. Then need to reach out to the starts, hand mine, drill or hunt down pirates for resources. This allows players to choose their play style with some economic rules. If a player dose not log on and put in "work" their funds would dwindle while the bank makes $$$. Just an idea I thought I would throw out.
Captain X (PhoenixX)  [developer] 13 Jan, 2016 @ 2:33am 
I really want to put in some sort of mission system actually, which would serve the role as "jobs" we have not made any major steps towards that yet tho beyond some placeholder code. It would really give the game a lot more role play flair. But having used a "jobs" plugin in my minecraft days I can see some appeal. (it paid for work performed and taxed you for destructive behavior)

Really I want every player running a dedicated server to feel like they are running their own mini version of games like Elite, No mans sky or Star Citizen. There is a Mod API function i have not seen anyone use yet that allows a mod on one server, to trigger a client (player) to connect to /another/ server. I wont go into details, but the implications of that in a Dedicated server community is /massive/. Especially in the context of the games cited above.

Screaming Angel added some purge logic a while back, which removes idle players based on the seen data we record. Its not as elegant as taxing them over time; but it keeps the bank file from getting too out of control. We have some more complex asset seize/transfer/claim logic in our dev notes we may apply later but it is not a primary milestone at this stage. Any work in that direction would depend on our ship trading system being functional.
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