by loftar » Sat Jun 27, 2009 3:15 am
By itself, I, too, am not opposed to the "seaport idea" for the purpose of trickling in new features, but the problem with it is what the "trading" should constitute. NPCs, by their very nature, cannot trade, as they have no values -- in effect, it would become trading with us, the developers; but seeing how we are not afflicted by scarcity, we cannot, by definition, trade. The only thing we could do is to try and set an arbitrary "penalty" for the procurement of new items (did someone mention planned economies?). And I don't like the idea of that, even as a temporary feature; it will just lead to odd situations and weird systems being built around them ("malinvestments", to speak in the terms of the Austrian economists; not to speak of the, in all likelyhood, resulting economic bubbles as a consequence of our tweaking and changing the system).
The only new items with which we have some kind of bootstrapping problem are natural resources anyway (since virtually anything else in the game is player-makable), so I think we'll just spread a few of them around seeing how they are, indeed, natural resources.
In itself, though, I like the seaport idea in that it would be possible to get various "colonial goods", which would be very suitable and fitting. :) If some system of actual trade could be set up, I would consider the idea.
"Object-oriented design is the roman numerals of computing." -- Rob Pike