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pg3:future_changes

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pg3:future_changes [2010/06/23 17:06]
serialkicked
pg3:future_changes [2014/04/26 13:26]
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-====== AI Behaviors ====== 
  
-  * Station racketing 
-  * Bounty Hunter logic should be merged with pirate patrol logic 
- 
-====== Building ====== 
- 
-  * Isolated Fortresses in empty/​unknown sectors should build additional pirate factories 
-  * Shipyard respawn method should favor pirate sectors with pirate bases over empty ones 
-  * Ships produced in PB should be less random to reduce the occurrence of otherwise rare/unique ships 
-  * Ships produced in a PB located in a sector owned by race X should mostly be of race X (around 60-70%) 
- 
-====== Missions and Events ====== 
- 
-  * Escort a mob boss 
-  * Assist station racketing ​ 
-  * Availability of the better ships in the pirate shipyards should be based on your PG guild ranking. 
- 
-====== Trade ====== 
- 
-Current issue: Ware amount in pirate bases fades into oblivion, between "​natural"​ (my ass) depletion of resources and the destruction of trade ships inbound to the pirate base by.. pirate forces.. the wares never replenish when relying on the "​dynamic"​ economy. ​ 
- 
-  * The independent trader i used for the X3R edition should come back to at least give the feeling that PB are actually trading. 
-  * TS raiding should provide wares to the station in addition to the money (like it was in X3R) 
-  * Until it's proved enough, a random quantity of a random ware should be periodically added to pirate stations. 
pg3/future_changes.txt · Last modified: 2014/04/26 13:26 (external edit)