[Game Design] FTL Travel Costs

Talk about everything else that may happen in life that doesn't happen inside the real world of Space Gaming... is there really anything outside of Space sim/Combat Gaming?
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JamesCoote
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[Game Design] FTL Travel Costs

Post by JamesCoote »

(Sorry if this is in the wrong forum section, but I can't see where else to post)I'm designing a game where players trade goods between space stations in a solar system.I need to work out what the cost of travel should be. As far as I can tell, there are two options:1). Cost to jumpThe ship teleports instantly from point to point, but there is a cost each time you jump. The further you jump, the higher the cost2). Time is MoneyThe ship has a fixed cost per second no matter how fast it moves. The ship has a maximum speed, so the further the distance between stations, the longer it takes, and so the more the whole journey costsThe aim of the game is to make money, and there is no combat involved. Which do people think is better?
Pinback
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RE: [Game Design] FTL Travel Costs

Post by Pinback »

I will go with two although I have the Travellers one week in hyperspace regardless of the distance traveled.
JamesCoote
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RE: [Game Design] FTL Travel Costs

Post by JamesCoote »

Yeah, that's the other point: Making sure players don't get bored sitting around twiddling their thumbs whilst they wait for their ship to arrive in real time
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