Forums » Suggestions
Connecting Players / Promoting Services and Trade
Implement a player trade hub at Odia M-14 that would allow players to post and fulfill buy/sell requests in an asynchronous manner.
This would serve as a means to connect players providing services in different timezones.
Due to the isolated nature of Odia, it should serve to double the amount of traffic through a very bottlenecked region of space. This should also serve to provide pirates with potentially more targets in a known region. This should further foster the development of combat/escort services for traders willing to brave the journey.
Trade should posts have a player-specified duration. This could require players to make more trips to manage their business at the trade hub.
There should be a surcharge applied to all postings, however, I'm not sure of the best way to determine this.
* Should this be charged to the player making the trade post?
* Should it be charged at the time of submission or the time of fulfilment?
* What factors should be used to determine the amount of the surcharge?
- based on cu of the trade?
- based on the posted value of the trade?
- based on the duration the post will be active?
- other?
My personal opinion is that the surcharge should be applied to the player submitting the post; it should be charged up-front for sell posts and charged after fulfillment for buy posts. I also think the amount of the surchage should be based on all three of the above factors.
Conquerable Stations
The most common reason for trading certain resources between players is to facilitate the building of capital ships. This is performed at conquerable stations, two of which happen to be positioned within the same bottleneck as Odia M-14. This could make it inordinately easier for players to obtain and transport resources to these stations, which is not a desired outcome.
Possible solutions
* Limit the size of items that the station would be willing to handle
* Move the station located in Bractus to minimize the nearly direct accessability and give aggressors a better chance to intercept goods.
* Position this trade hub at Dau L-10. This would largely maintain the status quo, but lock out players with poor standing with the UIT.
This would serve as a means to connect players providing services in different timezones.
Due to the isolated nature of Odia, it should serve to double the amount of traffic through a very bottlenecked region of space. This should also serve to provide pirates with potentially more targets in a known region. This should further foster the development of combat/escort services for traders willing to brave the journey.
Trade should posts have a player-specified duration. This could require players to make more trips to manage their business at the trade hub.
There should be a surcharge applied to all postings, however, I'm not sure of the best way to determine this.
* Should this be charged to the player making the trade post?
* Should it be charged at the time of submission or the time of fulfilment?
* What factors should be used to determine the amount of the surcharge?
- based on cu of the trade?
- based on the posted value of the trade?
- based on the duration the post will be active?
- other?
My personal opinion is that the surcharge should be applied to the player submitting the post; it should be charged up-front for sell posts and charged after fulfillment for buy posts. I also think the amount of the surchage should be based on all three of the above factors.
Conquerable Stations
The most common reason for trading certain resources between players is to facilitate the building of capital ships. This is performed at conquerable stations, two of which happen to be positioned within the same bottleneck as Odia M-14. This could make it inordinately easier for players to obtain and transport resources to these stations, which is not a desired outcome.
Possible solutions
* Limit the size of items that the station would be willing to handle
* Move the station located in Bractus to minimize the nearly direct accessability and give aggressors a better chance to intercept goods.
* Position this trade hub at Dau L-10. This would largely maintain the status quo, but lock out players with poor standing with the UIT.
Nice suggestion, I figure moving the bractus conq station over to helios would be the ideal solution.
Only additional consideration I can add to the suggestion would be to implement the same thing in a limited fashion in all nation capitals that way the newbs that stay confined to nation space have access to more stuff without having to brave grayspace.
Way I see it it should be charged to the player making the trade post immediately, figure it would be easier to implement that way than having to build extra shit to mitigate someone putting up a post and parking their credits somewhere else.
Surcharge should be a flat 10% on total credit exchange with maybe a flat rate per CU, say 5k...
With all that said the suggestion could be a lil redundant given the universe getting dynamic economy'd soon since items sold by players at stations will persist and be readily available for others to buy.
Only additional consideration I can add to the suggestion would be to implement the same thing in a limited fashion in all nation capitals that way the newbs that stay confined to nation space have access to more stuff without having to brave grayspace.
Way I see it it should be charged to the player making the trade post immediately, figure it would be easier to implement that way than having to build extra shit to mitigate someone putting up a post and parking their credits somewhere else.
Surcharge should be a flat 10% on total credit exchange with maybe a flat rate per CU, say 5k...
With all that said the suggestion could be a lil redundant given the universe getting dynamic economy'd soon since items sold by players at stations will persist and be readily available for others to buy.
I wouldn't limit the size of items, but would restrict quantity and type so that it becomes a source for farmed or manufactured items, as well as restricted add-ons. My main issue with Latos is that stations should have a limit to what they can offer or contain.
A version of this has long been planned. Still, continued feedback on preferred implementation mechanics are welcome.