Using your recently acquired botanical skills and harnessing the world's newest technology;
faster-than-light travel, you set out on a business venture. Travel the galaxy, collecting,
cataloguing, and trading new plants, all in the hopes of turning a profit.
The tutorial follows the player after they enter the ship they have purchased from the auction for the first time.
Showing the player how to pick up old broken machines or furniture to clean up. It then shows the player how to scrap
those old machines for resources in the fabricator and how to craft new planters and other machines. Not all recipes
would be unlocked at this point making the required machines the only possible things you could craft.
The player would then move to the navigation section of the ship where an old conputer would turn on informing the
player of the last destination left from the previous owner. Using the old destination the player would fly to the
marked planet to find an old outpost...
Discovering and growing new plants requires adjusting their environment to better suit their needs. Plants
have a range of basic requirements, these include: soils, water, and light. Plant health
can be improved by applying fertiliser, adjusting temperatures and humidity, and using
insecticides and pest control.
Growing, caring for, and improving yield / quality of plants requires research. To unlock research, multiple
tasks must performed on samples taken from plants at each stage of growth. Taking a sample from a plant
risks the plant dying with the probability of it dying related to the current research status. Once a plant
has been fully researched, the ability to genetically modify the plant is unlocked.
The fabricator is the main source of recipe crafting outside of extremely basic recipes. The fabricator allows
for recycling of old or unwanted items into some of their original components with a small amount of loss.
By using components; purchased, crafted, gifted, or found, the player can craft useful machines, tools, and upgrades.
Buying and selling goods on the galactic market is quicker than locating traders
(who are willing to trade), but runs the risk of altering the price of the items being bought or sold.
E.g. selling too many of a single item will drop the price that the item will sell for.
If buying or selling illegal goods, the player also risks the transaction being traced and alerting law
enforcement (or equivalent). Run-ins with the law will also effect your reputation with groups depending on
their social views.
Repeat dealings with a group or faction changes your reputation with them. However, your reputation with
other groupsmay change depending on their view of those you are interacting with. Low reputation increases
costs when trading and decreases likelihood of persuasion. High reputation lowers prices and increases chances
of persuasion. Even higher reputation gives a chance of gifts such as plants, knowledge, money, or access to
unique quests.
Physical storage is required for managing inventories. All items have an in-world model which can be placed
down in the ship or outside as decoration or with additional functionality.
