Commodities in cargo missions#6360
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Adds commodities to the cargo runs. Only the strings are used so they should not interfere with each other. The new cargo is registered again under a new dummy name cargo_<name of commodity>, and then added to branches with the other cargo.
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Remind me:
I'm slightly skeptical, as the cargo run missions were a way to give the player a chance to transport something other than what's on the commodity market, plus some 'fun' falvours, like wedding dresses in urgent need. Adding the normal cargo might "water down" the mission, or at least be unnecessary? EDIT: I imagine if the client needs medicine, she can buy it over the market at the station where it's needed. If medicine is sold out, then we're in the NewsEventCommodity module territory, or SoldOut module. |
To me it's an uncanny valley kind of thing. The two groups are kept apart but I see now reason for it. Why could you not have a shipment of medicine? It's not specified what kind of medicine in either case. It could be a sample of something and I've sketched on that kind of scenario. This is more akin to how it works in the real world. You buy and sell stuff or you get contracted to take similar stuff from point A to point B.
In this iteration you can't sell the goods. Most of the strings of the new goods are either already translated or deliberately untranslated (.ja, .zh, etc.). I've used it for a while now and it doesn't feel strange at all. I could perhaps limit this cargo to just one branch each, to make it appear less frequently if that would somehow sweeten the deal? ;) |
As mentioned on IRC. Adds some of the commodities to the cargo runs. Only the strings are used so they should not interfere with each other. The new cargo is registered again under a new dummy name cargo_, and then added to branches with the other cargo.