Here is a wild idea:
Let (pro) players create shipping routes that can be recurring (pro only?)
To get shipping routes the company HQ needs a certain upgrade, or route slots are added through out the upgrade path of the HQ.
What does a Shipping route do?
It allows for automated fleet management.
you predefine a route and what happens on said route.
example:
Go to Point A
Unload M, N, O
Load X, Y, Z
refuel
Go to Point B
Unload X, Y, Z
Load M, N, O
repeat
Kinda like that.
The player would need to carefully set these up as there would be no “load what ever is available” the ship crew would stick to the shipping insturctions and only continue if all conditions are met.
Maybe this is to much for PrUn? But i think in moderation it could elevate the gameplay and maybe even drive the demand for ships even more.
Thanks for reading my almost midnight ramble
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I would use this to an extreme degree.
Cosign.
I think the permit bottleneck does enough to keep the biggest players from totally running away with the game without requiring babysitting of spaceships to keep things competitive. As it stands, the logistical micromanagement required to play this game, I think, is what drives off old, established players eventually. I like this game a lot and want to keep playing, but I do find myself getting lax with shipping sometimes because it feels like a chore.
The HQ upgrade idea sounds reasonable to me, if this isn’t just implemented for all ships out of the box. Alternatively, it might be interesting for the game to have company infrastructure tied to a class of administrative buildings which require labor to operate. The player would have to weigh the tradeoff of using precious base area and supporting office workers who do not produce any commodity for sale against the convenience of not having to manually order ships around.
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