Development Schedual

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Mercury
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The Lifebringer Clans
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Veolian Commonwealth

Development Schedual

Post Mercury » Sat Jun 18, 2011 9:50 pm
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Here is the currently planned development Schedual.

This week:

- Trade fleet costs (done)
- Hyperspace Lanes (done)
- Holonet Relays

Next week:

- Introduction of Currencies and Loans to allow speedier development
- Political event!

What do you wish us to work on after that?

Example ideas:

- more background on member worlds
- fleet and army rules
- Jedi rules
- more events and matters to discuss
Post The Lifebringer Clans » Sun Jun 19, 2011 9:05 am
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- Costs for corporations/specialization. (or just a heads up that it's way costlier than 'normal' development, so I shouldn't put it in my starting build plan)

- Terraforming rules, so I have some idea what is and isn't possible. Right now I'm sort of assuming terraforming modules will translate to biomass in a painfully expensive way. Still, since 'terraform everything' is part of my races' philosophy, I would like to invest in this early and often.
Post Veolian Commonwealth » Sun Jun 19, 2011 1:58 pm
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- More background on member worlds: I would also welcome more background information on member worlds, especially in the economic area. I think it would help players to see who trades with whom, and who produces excess amounts of materials (or least the major production focus). As the trade deals by NPCs in the UC Exchange are based on this information as well, I'm hoping that part of it is already available to the DM?

- More background on non-member worlds/factions: I have read some small pieces of text about the Hutts and the Free Slaves. It might be nice to know where they are in the world with relation to the union: do they have a few systems that can be shown on the map so we know which of these factions are close by, and what member worlds are 'next' (on intergalactic scale) to them?

- Terraforming & Corporations: I Second both Revenant's points; I had Terraforming in mind from the start of the game, and have already encountered an opportunity to join forces by way of a corporation. However, I think both of these things would be horribly expensive for a small economy, so i'd rather have more information on NPC worlds.

- Union laws on Ministries: How does one become a core world, and what does this entail?
Post The Lifebringer Clans » Fri Jul 01, 2011 10:41 pm
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A tentative roadmap for long-term development would also be interesting, as would a status update on current developments.
Post Mercury » Sun Jul 03, 2011 9:58 pm
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Loans are currently done (just now actually).

Next thing to work on will be Corporations, the Open Market, and Terra-formation (in that order).

In parallel I will also be writing more detail about the world itself, in a more roleplay oriented fashion.
Post The Lifebringer Clans » Sun Jul 17, 2011 12:22 pm
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What will the open market do, in general terms? It sounds like something I could use.
Post Mercury » Mon Jul 18, 2011 8:45 pm
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The open market will allow you to trade taxes for products and raw materials as well as sell leftovers to the universe. This will still require some trade capacity.
Post Veolian Commonwealth » Sat Aug 06, 2011 2:46 pm
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Can an ETA be given for the Open Market. I'm very interested in the rates offered by the market, they might have some impact on negotiations on trade deals.
Post The Lifebringer Clans » Sat Aug 06, 2011 2:56 pm
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I asked the same thing via PM. Reply was, open market will be available next turn.
Post Mercury » Sun Aug 07, 2011 12:12 am
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I can confirm that. I have all functioning of the open market written up and am currently determining the appropriate prices. I hope to have the general outline up tomorrow with prices following monday, but could be that it takes a day or two longer depending on what other stuff comes up. Regardless, it'll be available in the next turn.

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