Forums » Suggestions
Jetison, Selling, Price Deflation, and More
Here are some ideas for improvement I've come up with:
-There should be a way to jetison specific cargo. Maybe, when one hits "J" it opens a side menu. If they hit "J" again, it jetison's all cargo. The activate button could then act as a cancel, and one could use numbers to drop specific types of cargo (ie, if you press 1 it drops one type of ore, if you press 2 it drops another, etc)
-I ran across a problem recently. I accidentally bought 11 pieces of Organic Solvents (11 units being the max for my ship), despite the fact I already had 2 units of space taken up for a trading mission. So I had 2 mission crates, and 9 crates of Organic Solvents, leaving me with 2 unloaded Solvents. I would've liked a way to sell the two unloaded crates without selling the remaining nine.
-I've gotten the impression that this game is still catching on. Within a short time of exploiting a trade route, the prices go down. Once the game gets as popular as it should be, one will have to get extremely lucky to be able to sell something at its original price...
-More basic missions appearing at the beginning of the game would be nice. Perhaps hunting down a renegade from your faction or an enemy bot that enters your area?
This is all I can think of now, and I'd like to know both what people think of these ideas, and if they can't work why that is.
--Smittens
-There should be a way to jetison specific cargo. Maybe, when one hits "J" it opens a side menu. If they hit "J" again, it jetison's all cargo. The activate button could then act as a cancel, and one could use numbers to drop specific types of cargo (ie, if you press 1 it drops one type of ore, if you press 2 it drops another, etc)
-I ran across a problem recently. I accidentally bought 11 pieces of Organic Solvents (11 units being the max for my ship), despite the fact I already had 2 units of space taken up for a trading mission. So I had 2 mission crates, and 9 crates of Organic Solvents, leaving me with 2 unloaded Solvents. I would've liked a way to sell the two unloaded crates without selling the remaining nine.
-I've gotten the impression that this game is still catching on. Within a short time of exploiting a trade route, the prices go down. Once the game gets as popular as it should be, one will have to get extremely lucky to be able to sell something at its original price...
-More basic missions appearing at the beginning of the game would be nice. Perhaps hunting down a renegade from your faction or an enemy bot that enters your area?
This is all I can think of now, and I'd like to know both what people think of these ideas, and if they can't work why that is.
--Smittens
Sorry, I didn't see the thread on jetison-ing...
--Smittens
--Smittens
I know it isn;t very clear in the station interface but if you have cargo unloaded at the station you can go the "sell" menu tab and sell the cargo bit by bit in that menu.
Yeah, but then doesn't it sell everything that is the same type?
--Smittens
--Smittens
The 'Sell' menu tab as sarahanne mentions will only sell what's in the station not your ships hold. So ... yes and no. Being able to put a number to sell in would be nice. Esp. if your like me and are aweful at trading, I make mistakes and bad purchases all the time. It's made worse by the lack of cargo management options.
ed. oh, well ... good then, it's settled
ed. oh, well ... good then, it's settled
Hoax, you can sell (in the Sell tab) up to 100 of the same item at once. Specifically, cargo. There's a little number field next to the "Sell" button.
"Within a short time of exploiting a trade route, the prices go down. Once the game gets as popular as it should be, one will have to get extremely lucky to be able to sell something at its original price..."
If the devs have been smart (and they tend to be) they'll have the demand for a good a function of the supply of players currently logged. In that way, the economy will automatically scale as it becomes more popular.
If the devs have been smart (and they tend to be) they'll have the demand for a good a function of the supply of players currently logged. In that way, the economy will automatically scale as it becomes more popular.
*bump*
>_> <_<
>_> <_<
aren't most of these already in-game?
Yes, all but the bot thing is in game.