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  • Trade prices that reflect the actions of players. Bases that sell a lot of a commodity increase their price as demand is high and eventually run out of the comodity to sell. Bases that buy, reducing their price as demand is satisfied. Bases that don't get any trade changing their price to attract trade. Ammo, bots & bats not being limited to a set amount but take up cargo space. Thus making cargo space a critical part of any fighter. Clan bases that clans can stock with weapons, ammo and equipm…
  • A mining ship, good cargo hold, strong armour but weak offensive capabilities and poor handling. This ship has a special weapon that does a small amount of damage in a large area, just enough damage to turn space dust in to commodities but no use as an offensive weapon. Couple this with a few good mining areas with hostile NPCs so that the mining ship would require a fighter escort to survive. Some sort of EMP device (possible a mine with a 1 second fuse) that, when activated, disrupts all scan…