Help me decide on how to implement a feature
Hello everyone,
I am prototyping a game currently and I need some help about the most basic feature.
About the game
In this game there are cities on the map. Each city has its own population and some workplaces that produce and consume goods. Price of the good is formed on city-level and it depends on supply and demand.
Player has their own merchants that they can use to buy/sell and transport goods between the cities to make profit. And AI is doing it as well. Transporting goods take time, it doesnt happen at once. Keep in mind that AI is doing same thing, so there is a possibility of AI getting somewhere before player and doing the same thing, and thus the can influence the price or buy up goods before player arrives.
Ive tried implementing that basic trade three times and cant decide which way to go, so I am going to explain them here and hopefully you can help me out.
1. Home-destination-home
First implementation is simplest. Player is sending a merchant from home city to another city with instruction to either buy or sells something. As soon as its done, merchant is teturning to home city. This is the method AI uses.
2. Planned route
Second implementation requires player to plan out the route before sending the merchant out. So it can be planned like: buy A in city 1, sell A and buy B in city 2, buy C in city 3, and then sell B and C in city 1. Player gets the money from trades only when merchant arrives back home in this case.
3. Individual instructions
This is kind of a hybrid system between 1 and 2. Here players sends the merchant to location. When merchant arrives player can decide what to sell (if merchant has it) or buy. Then player can either send merchant home, send him to another location or have him wait for resources to accumulate.
Comparison
So, here are some pros and cons of each system that I was able to determine from trying them out.
Pros: easy, fast, simple. Cons: since evrytime merchant is returning home, trading from one non home city to another takes a lot of time and makes it very slow for player.
Pros: allows for multi city trade, passive. Cons: reuqires most planning out of all three methods and also is very slow compared to AI so it usually leads to player not reaping the benefits of longer routes and multi city trade.
Pros: fast, reactive and easy to understand. Cons: too much micro management since player has to individually give instructions for every merchant.
I honestly doubt I will chose 2 since it is most complex and AI is killing its benefits. But I cant decide between 1 or 2. I am also open to hearing your opinion and ideas of maybe some other methods I could try out.