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A few economy thoughts
I haven't had time to get in game for a couple of months so bear with me if some of this has already been dealt with.
Historically, the best trades have been done on a credit per cube basis and I don't see that changing. Trades went something like buy Consumer Electronics at around 300 cr and sell for 1300 cr. Most good trade items were 1-2 cube which made for some really great profits. What made these trades great was that you had a negligible investment and huge return. You could make a similar profit on some of the more expensive items but why take the risk?
I propose to
1) Look at balancing the profit margin of items so that on average, all price ranges have either an equivalent profit margin, while allowing diversity among each groups items.
2) Look at balancing the profit margin of high cube items (3+) with the low cube ones so that they become more useful trade commodities.
3) Possibly tier the price drop off rate so that low price items have a negligible drop off the top dollar items have a steeper drop off and the rest somewhere in the middle. There is already a great high priced item that has such a drop off. I sell one at a time. I would average this as well for variety.
I see the benefits of this as two fold. 1) New players can build their wealth moderately quickly. 2) More experienced players will be required to invest more in order to get their trade fix.
I'm not sure how this fits in with the grand plan, but hopefully some of it will be food for thought.
Edit:
Also, it looks like you have made some interesting updates in recent weeks. I look forward to playing with them. However, I prefer to play 'outside the box' and I would like to see that ability maintained as VO moves forward.
Historically, the best trades have been done on a credit per cube basis and I don't see that changing. Trades went something like buy Consumer Electronics at around 300 cr and sell for 1300 cr. Most good trade items were 1-2 cube which made for some really great profits. What made these trades great was that you had a negligible investment and huge return. You could make a similar profit on some of the more expensive items but why take the risk?
I propose to
1) Look at balancing the profit margin of items so that on average, all price ranges have either an equivalent profit margin, while allowing diversity among each groups items.
2) Look at balancing the profit margin of high cube items (3+) with the low cube ones so that they become more useful trade commodities.
3) Possibly tier the price drop off rate so that low price items have a negligible drop off the top dollar items have a steeper drop off and the rest somewhere in the middle. There is already a great high priced item that has such a drop off. I sell one at a time. I would average this as well for variety.
I see the benefits of this as two fold. 1) New players can build their wealth moderately quickly. 2) More experienced players will be required to invest more in order to get their trade fix.
I'm not sure how this fits in with the grand plan, but hopefully some of it will be food for thought.
Edit:
Also, it looks like you have made some interesting updates in recent weeks. I look forward to playing with them. However, I prefer to play 'outside the box' and I would like to see that ability maintained as VO moves forward.
Risk vs. reward balance has long been lacking. The sooner it's fixed, the better. But I'm not holding my breath.
Only thing I'd say is that you have the tiering of price drop backwards. Cheaper, lower profit margin stuff should drop to its floor price faster than pricier, higher profit margin stuff.
Only thing I'd say is that you have the tiering of price drop backwards. Cheaper, lower profit margin stuff should drop to its floor price faster than pricier, higher profit margin stuff.
"Cheaper, lower profit margin stuff should drop to its floor price faster than pricier, higher profit margin stuff."
+1
+1
Margin implies a percentage. High cost goods should return better net profit, but less percentage margin.
For example:
Cost, sell, net, margin
100, 400, 300, %300
200, 600, 400, %200
300, 800, 500, %166
As you can see, the net profit per unit increases for more expensive stuff, but the percentage of net profit over cost decreases. This allows new players to see good returns, but requires increasingly riskier investment for higher net profit per trip.
For example:
Cost, sell, net, margin
100, 400, 300, %300
200, 600, 400, %200
300, 800, 500, %166
As you can see, the net profit per unit increases for more expensive stuff, but the percentage of net profit over cost decreases. This allows new players to see good returns, but requires increasingly riskier investment for higher net profit per trip.
Roda, this is one of your more stunning displays of ignorance. Your approach reflects the current system and shows its main flaw: risk is not matched to potential reward. Why take a 300 credit risk for a 166% profit, when one can take a mere 100 credit risk for a 300% profit?
If you have a limited amount of credits to invest, and unlimited cargo space per trip, then you should carry the best percentage return.
But if you have a lot of credits, and limited cargo space per trip, what really matters is total net profit per trip, not percentage.
So if you want to make 300 per item per trip, so you can brag on your percentage margin, you go ahead. If I can afford the risk, I would rather earn 500 per item per trip, cause I hate making a bunch of trips. I would be earning %66 more net profit per trip than you, admitted for 3 times the risk.
But if you have a lot of credits, and limited cargo space per trip, what really matters is total net profit per trip, not percentage.
So if you want to make 300 per item per trip, so you can brag on your percentage margin, you go ahead. If I can afford the risk, I would rather earn 500 per item per trip, cause I hate making a bunch of trips. I would be earning %66 more net profit per trip than you, admitted for 3 times the risk.