Hi everyone!
We hope all of your summers are off to a good start. Stuffie and I have been working on ALPHA 14, and it is coming along well. We are working on adding (or re-adding if you want to be technical) trading. So far we have got the UI and the interaction process done, and now are working on the behind the scenes stuff that really drives Space Impossible, things like: data templates, appropriate trader generation depending on things like faction and location, as well as trader maintenance and some trader items.
The way trading works we hope will be pretty intuitive, but also powerful. You will have to hail a vessel, and if it is a trader, you will have the choice of starting a trade session. Trading takes place directly from inventory, and you will be buying and selling based on your and the other's stacks. Traders will be limited to what they have available, and will only be able to buy what they have room and currency for. Same for yourself, so keep an eye on what you have present. Traders will have pricing variation based on a number of factors including item type, their faction's opinion of you, and location. We are still hashing out the consequences for attacking traders and stealing their stuff, but we're aiming for it to be both a valid way of conducting yourself, but not something so lucrative that it is "the best way".
There will not be player owned traders. Sorry, but it is just a giant pile of problems at this time. It is also something we feel would have limited use and be an extreme burden to set up and maintain. You will however be able to trade directly player to player (in multiplayer) as well as buy stuff from traders that the trader had previously purchased from another player.
Currency is added, in the form of SpaceBucks. This will be used to buy and sell, and can be rewarded from missions too. SpaceBucks will not an item, so you will not be able to drop it like you can with inventory.
We have had a real design challenge in how to keep traders stocked in both money and items. What we have decided to go with is a refresh timer. Unlike strictly single player games where you can often "rest" or otherwise accelerate time, that is not an option in Space Impossible. We are instead going with a flat time period (probably 20 min by default) after which traders will restock and resupply their piggy banks. This will be something that can be changed in the config files if desired. You will still be able to buy back stuff you have sold previously or accidentally, or even buy stuff that other players may have unloaded, but those traders (especially stations) will actually be able to continue to serve a purpose.
Also being worked on are "Trade Lanes". These will be areas in a star system that you will be more likely to find trader vessels (and possibly pirates or escorts) so if you want to get some trade action, or looking for a fight, you will have areas to gravitate towards. We will be attempting to make these logical, e.g. a path between a region with a mining station to a region with a refinery.
We have also have received some reports of beacon problems, and we are looking into those. A Pre-Release Build will be out A.S.A.P. for ALPHA 14, as soon as mid next week if things continue on pace.
Space Impossible
Happy Polygon
Happy Polygon
2016-03-01
Action Indie Adventure Singleplayer Multiplayer Coop EA
Game News Posts 126
🎹🖱️Keyboard + Mouse
Very Positive
(119 reviews)
http://www.spaceimpossible.com
https://store.steampowered.com/app/416240 
The Game includes VR Support
Space Impossible Linux [64.21 M]
Key Features:
- Every object is made up of tiles, which can be destroyed, created or changed allowing for very tactical combat
- Procedurally generated universe — Enter a different seed and each universe is different
- Multiple factions — Each with a dozen or more starships
- Near-real Newtonian physics allowing for a better space-like experience — Use a tractored ship as a shield against attacks or use it to smash into the enemy
- Ship customization — Change the color of the tiles of your ship for the ultimate in self-expression (coming soon)
- Trade system — Have a bunch of stuff you don't want? Travel to a nearby tradepost and sell it, or buy that crucial upgrade you need (coming soon)
- Manufacturing system — Gather key materials and use it, along with specialty labs, to create new ships and components, or upgrade existing ones
- Single Player and Multiplayer — Play singleplayer or multiplayer on LAN or Internet
- Cross Platform — Windows, Mac (coming soon) and Linux (coming soon)
- Ongoing Free Updates — Continue to receive updates as features and content are added
- OS: Ubuntu 14.04
- Processor: 1.7 Ghz Core 2 DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 MB VRAM. SM 2
- Storage: 300 MB available spaceAdditional Notes: Requires 64bit operating system
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