Forums » Suggestions

Trade XP for weapons

Oct 24, 2009 Secret Agent Muska link
At the moment, we don't get any trade experience when trading weapons, which can sometimes be the hardest, most expensive and most dangerous objects to trade, whilst only sometimes bringing in profit, if you know a route.

I'm not suggesting insane amounts of xp per weapon, just around 8-10 per cargo unit. We get a lot of experience for coolant, which is easy to trade, and none for weapons, which are mostly much harder (weight, expenses, etc.).

So, whad'ya think?

Faustie
Oct 24, 2009 Death Fluffy link
Agreed, though I'm not sure about the xp amount given. For commodities, it seems that to a point every day items needed to keep the universe running get the higher xp- coolant and bearing grease come to mind, though I don't really get how Serco training modules fit in with that level of reward, but they are handy when nothing else looks good enough to run in Sercoland. So, due to the difficulty of moving some of the items, 5-10 points is a fair range if based on difficulty.

I would also add the Gun Runners badge.
Oct 24, 2009 Aticephyr link
Not to mention that sale price of weps do not degrade over bulk. I vote nay until the economic redux because it's just too exploitable right now.
Oct 25, 2009 ladron link
Going to have to agree with atice there. Until weapons trade works the same way that commidities trade does, it shouldn't give exp rewards.
Oct 25, 2009 Secret Agent Muska link
Ok, but say we talk about a very small amount of xp. I'd even go for 2-4. Maybe less. I agree with you that it can be VERY easy to make money, but especially for someone whose just starting trade, weapons running can be very dangerous (Lose 1 load and you've lost all the newbie might have made). That and how heavy they are (*Me shudders).
Oct 25, 2009 ladron link
Right, but neither of these things are tied to trade XP in other items either. In fact, the items that give the best trade XP are typically very light and very cheap, but necessary to every station for normal operations.
Oct 25, 2009 Secret Agent Muska link
I dunno, I'd count weapons as being pretty necessary. People buy them non-stop after all. Not counting the fact that you can use aiming modules as pool cues if you've run out.
Oct 25, 2009 ladron link
Without bearing grease, a station would literally grind to a halt. Same can't be said about weapons.

Weapons should give some amount of trade XP, but definitely not until they have dynamic sell prices. Making a standing exploit more exploitable is generally a bad idea.
Oct 25, 2009 Secret Agent Muska link
Ok, I definitely agree with you about the exploits. But not that many people trade weapons too often, and they are quite a bit more risky to trade than other things. A small amount of XP should still be needed.
Oct 25, 2009 Death Fluffy link
You guys seem to be stuck on the idea that the economy is stagnant. Granted, we may all be in nursing homes by the time Soon(tm) arrives. Perhaps I am completely off base (which would not be surprising since it happens so often) but when I look at something in Suggestions, I am thinking of how it will fit in with other future game changes that are coming.

What is the point of making good suggestions just to have them booed down because the game design isn't ready for them right now? Its not like this is of such a high priority that its destined to be in the next update.

The truth of the matter is, that most of the port items I've tried to trade have far faster profit drop off rates than normal commodities, which imo makes them not worth bothering with atm.

As far as profit degrade, I'll admit there are a few exceptions, that I'm sure will eventually be eliminated. Anyone serious about raising their trade license fast should just do high dollar proc missions because they still give far more bang for the time. Or maybe run a loss on the high XP items, they are certainly easier to move. I honestly can't imagine anyone rushing to trade Chaos Swarms or Lmines because they can get 12 XP (or whatever) points for them. Most folk probably don't even keep track of how much XP items give, or care for that matter.

Edit: Personally, I'd rather see VO move away from the license system, at least past 5/5/5/5/5. For 99% of items, if you can afford it and have adequate local standing, you should be able to buy and use it. I would keep some items requiring accomplishments to access and possibly even increase the number of them. I doubt losing the license system is going to happen though.
Oct 25, 2009 Aticephyr link
Well, I always figured that weapons would become a normal trade item once the economic redux happened, so I thought you were suggesting that such a change happen now. Poor reading on my part.

Also: But not that many people trade weapons too often, and they are quite a bit more risky to trade than other things.

I only trade weapons. Adv Rails are the most profitable intra-system trade item in the galaxy.