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Conceptually, eliminating money-making options that don't lead to fun gameplay is a good idea. There should, however be options that DO lead to fun gameplay, with lots of profit. Shield turrets from Dau to Odia come to mind - that shouldn't tank with a single XC load.
Outside of rare items that are highly profitable in small quantities, nothing should tank in a single XC load. I tested an XC load of rails that would have been about a million credit profit at starting prices (yes, that's broken) and made a profit of 3000 credits (that's broken too).
Outside of rare items that are highly profitable in small quantities, nothing should tank in a single XC load. I tested an XC load of rails that would have been about a million credit profit at starting prices (yes, that's broken) and made a profit of 3000 credits (that's broken too).
Weapon trades in a single system never made sense. Why does a station in the same system pay more for weapons coming from next door than for trade goods coming from the other side of the verse?
What's broken and what isn't in trading really depends on supply/demand which is not very sophisticated at the moment. I can't wait for 1.9 to fix this.
What's broken and what isn't in trading really depends on supply/demand which is not very sophisticated at the moment. I can't wait for 1.9 to fix this.
Agreed. The problem is/was that trade route profit had little to do with danger/difficulty. In any real setting, a huge prices difference between two sectors in a nation space system should be exploited by greedy NPC's with XC's and tridents within minutes so the price difference is in equilibrium with the time / capital / danger of making the trade.
Imho there should be a hard cap on profitability based on distance, danger, mass, and price (=capital), and some extra bonus for special fairly static "trade routes" so the most profitable routes are predictable (and hence more dangerous).
Imho there should be a hard cap on profitability based on distance, danger, mass, and price (=capital), and some extra bonus for special fairly static "trade routes" so the most profitable routes are predictable (and hence more dangerous).
Or distance for that matter, you could previously make the same amount selling gatling turrets between stations in Dau as you could hauling them from Deneb to Odia.
Yeah, until the fact that you can make tens of millions of credits per hour without thought or risk inside captial systems (looking at you, Pyronis) is fixed, none of this route tweaking means much.
I'm pretty sure that's exactly what this route tweaking means, Lecter.
See, I never thought of those as routes; they always seemed like unintended consequences of actual, intended routes (weapons to Gray). Guess we'll see sometime when I'm bored enough to log in.
I didn't think of them as routes either, I thought of them as bugs.