Space stations are in. But my initial station is ugly as hell. Anyone want to do art for cheap?
Anyway, on the economy, I’m figuring out that it can be quite a complex system. I started down a path that would allow each item to be built from “components” that would provide various properties and abilities to those objects, and while it sounds useful and nifty, I’ve had trouble wrapping my head around what each part of that system does and how it works as a whole. Not to mention that it doesn’t really solve the essential problem of having perhaps hundreds of thousands of items lying around essentially unused, as the system really only works on actual objects.
I need a way to keep track of hundreds of units of bread and thousands of units of ore without making an object out of any of them. Essentially, I just need a database, or databases, that tells me where each and every item is and what it’s ID is, and then an object description. I think what I’m going to go with is an inventory table for each entity that can have inventory, that will have the id of the item, a quantity, and a price paid. I may allow that table to have multiple entries for an item type if they bought the item multiple times at different prices.
For any items that would need to be objects so they can be attached to ships (like weapons, etc…), they will be converted to objects upon being fitted to the ship, and converted back to an inventory line item when removed.
