(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]My proposal doesn't cut any content , just a few jump hole connections while rerouting others. "In return" for the removed connection, a connection that allows for farther (and thereby faster) travel across Sirius along "highways" is given, while making two systems that are intended to be emptied for the benefit of the "highway" systems and connections.
You've not demonstrated that at all. If you'd actually do the math, you'd fine that the increased chance of encountering another player along these highways is a negligible percentage increase because all haulers are randomly distributed along all equally profitable paths. Chance increases in the 10's percentage range, not the multiple 100's of percentage increase that you need to notice any effect. You're dramatically overestimating the efficacy of cutting paths.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]It seems to me you're applying a datapackage networking analogy that is based on always choosing the fastest path, where traffic in nodes are slowed down the more the node is active, and therefore active nodes are avoided. This isn't a good analogy because 1: traffic isn't really slowed down by active "data packets". The fastest path remains the fastest path here, only the risk of piracy increases with higher activity in one "node" 2: The aim here is not only faster travel. The aim is also to give less options for travel altogether, reducing the number of possible routes and thereby make certain routes more attractive, so players choose them more.
Speed is irrelevant, as are degrees of freedom. Giving less options doesn't equate to players hanging around when they meet each other. It's all about price and cost; opportunity cost of choosing higher or lower density space specifically, and whether to move or stay put in a particular situation.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]First of all, this is more than a trade issue. It's an issue of every kind of travel that goes from A to B.
No, it
is a trade issue at its core. Haulers and miners follow profit. Pirates follow haulers and miners. Police follows pirates. If you want to fix player density, you start with fixing trade.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]Second, if you use a program like Freelancer companion, you'll see that profits are already balanced in the way you describe. What this alone does not do, however, is concentrate players along the same routes. You have to reduce the number of possible routes to do that. What longer profitable routes also do not do (rather the opposite), is increase the chance of encounters. Simply imagine 5 traders going back and forth a short route vs a longer one. They'll meet each other (or a pirate sitting somewhere on the route) less frequently along the long route.
None of this is relevant as long as everybody keeps moving. Encounters dissipate quickly when you're travelling faster than light.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]Also your idea about piracy in queue locations conflicts with several realities of discovery. There is no queuing at bases before players dock, there are quick dock point. Bases are also well defended against pirates, and the best place for piracy is a lane or mining field far from dock or defense opportunities for the victims.
As far as I know you can't jump queues at docking rings and jump gates.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]What do you mean with "increasing edge connectivity"? I'm actually reducing the number of connections between systems.
Amount of incoming/outgoing connection points. And no, you're not reducing the number of connections. Systems are not real locations. They're transient. Bases are the real locations, and you're proposing nothing for them. As I said before: less connections would be a meaningless change as long as nobody has a reason to stop and just keeps racing past each other because their delivery point is somewhere else.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]What do you mean with "node capacity"?
Amount of players visiting a particular base as a percentage of all bases visited and the throughput capacity of said base in terms of ships per unit of time.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]I'm not only focusing traders, I'm focusing everyone who travels. The aim is not to get more traders to say hi to each other, the aim is to make everyone's routes more predictable and limited, so players can find each other more easily, be it friend or foe.
And I'm telling you your math is way off. You won't get the increase in encounters that you're looking for simply by cutting a few routes.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]I really have the impression you're applying a network theory which isnt really applicable here, because it's based on wrong or over-simplified assumptions that don't match Freelancer gameplay.
Network theory is fundamental to the study of trade
networks. If anything, it's your assumptions that are too simple because you're not doing any cost accounting and are ignorant of the fact that optimal paths are not impacted by the amount of connected nodes and edges but by the opportunity cost of picking one connection over another.
(07-09-2018, 11:49 PM)Karlotta Wrote: [ -> ]Your map has absolutely nothing to do with any of this. I'm not trying to build a realistic economy on a continent with unlimited travel connections between two points.
Unlimited travel connections? Do 18-wheelers drive through fields in your neck of the woods?
If you hadn't noticed .. travel in Freelancer happens along the same repetitive lines as roads do, from point to point. You can pretty much construct a road map for Freelancer with travel distances and everything. The roads just happen to be in space, but most travellers don't really deviate from them. 99,9% of space in a Freelancer system is almost never used, with less than 1% of space in a given system facilitating almost all travel in that particular system. The economic principles of both real world shipping and Freelancer shipping are mechanically the same, with the same opportunity cost principles applying.
Sorry, Karlotta, but you're basically ignorant of network topology as it applies to trade and transport, and your projections don't work out as you think they would because of that.