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PostPosted: Sat Feb 07, 2004 3:07 pm 
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Um, you do know that it has always worked that way.

It basically runs a traderoute for each item and not one route with all items included.


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PostPosted: Sat Feb 07, 2004 5:26 pm 
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Yep, that is how it has worked all along. It just checks to see if there are sector defenses for each item it trades. If there is then it aborts the trade to that sector.

But this may be changing in future releases (it will be a while). Since the universe is so large now and the cost of the cargo ship was based on the cost of a specific base hull plus 15 engines (which used to take you anywhere in one turn) we may be changing how they work.

The current proposal is that you can have two different kinds of cargo ships. Warp and Realspace engine types.

The realspace engine type will require you to buy larger engines if you want you tades to happen on a timely manner. If it takes 100 turns to realspace from your planet to the trade port and back then that means it will take 100 autotrade updates to do one trade. That translates out to 50 hours of realtime to make one trade. So the higher the engines and the lower the turns it takes the more often you can trade.

The warp engine type means there must be a warp route between your planet and the port. If there is then your ship can make the trade every autotrade update. But if any of the warplinks are missing or there are any enemy ships or defenses in any of the sectors the cargoship must pass through then the trade fails.

Using warp engines will be cheaper but they will be much easier for other players to stop them.

Plus the cargo ship cost will change to be the same as the cost of the Super Cargo. So buying a cargoship is much cheaper but getting it realspace ready will cost quite a bit.

This is what we have as a working concept. Though how the realspace turns are used may change.


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