06-16-2019, 04:12 PM
Dynamic Economy:
I know this may have been discussed alot in the past and doing that for literally ALL commodities might be exhausting and will take alot of time (or maybe not). However, with Ores we could do that manually, just a Game Master or a Dev have to be asigned to update it on a weekly basis. Buff 2 - 3 different Ores every weekend and return the buffed ones to normal (this should apply for lawful and unlawful ore routes). Now I know this has been said alot "But you gotta provide background RP" well the thing is if we start from the VERY basic RP excuse (just like games like Avorion, Sins of a Solar Empire, Stellaris etc.) the "Our Depot has been depleted, we'll pay you twice if you bring us!" so kinda like filling up a depot for a week and ofc once they've enough they'd go back to regular prices. This could be the simplest RP explanation for each Ores price to rise. The fact that I brought up 2 - 3 Ores is just so you dont have 10 Factions on the same route but whichever Ore would give more profit based on which Bases they can actually dock and sell it on (specificly important for Unlawfuls).
Two different commodities higher profit:
I dont know if this can be implemented but what if we had sellpoints that say if you take Commodity A and C you get more profit than if you d just haul a single commodity like we have in the past decade. Like if you grab Food AND Water, you get higher profit. My personal view: it would make trading a lil bit more interesting, thoughts?
I know this may have been discussed alot in the past and doing that for literally ALL commodities might be exhausting and will take alot of time (or maybe not). However, with Ores we could do that manually, just a Game Master or a Dev have to be asigned to update it on a weekly basis. Buff 2 - 3 different Ores every weekend and return the buffed ones to normal (this should apply for lawful and unlawful ore routes). Now I know this has been said alot "But you gotta provide background RP" well the thing is if we start from the VERY basic RP excuse (just like games like Avorion, Sins of a Solar Empire, Stellaris etc.) the "Our Depot has been depleted, we'll pay you twice if you bring us!" so kinda like filling up a depot for a week and ofc once they've enough they'd go back to regular prices. This could be the simplest RP explanation for each Ores price to rise. The fact that I brought up 2 - 3 Ores is just so you dont have 10 Factions on the same route but whichever Ore would give more profit based on which Bases they can actually dock and sell it on (specificly important for Unlawfuls).
Two different commodities higher profit:
I dont know if this can be implemented but what if we had sellpoints that say if you take Commodity A and C you get more profit than if you d just haul a single commodity like we have in the past decade. Like if you grab Food AND Water, you get higher profit. My personal view: it would make trading a lil bit more interesting, thoughts?
Code:
Combo List:
Luxury Food + VIPs
Water + Food + Oxygen (on bases)
Water + Food (on planets)
Black Market Light Arms + Black Market Munitions
Tobacco + Coffee
Light Arms + Munitions
Pearls + Pineal Amulets
Premium Scrap + Military Salvage
Wine + Vodka + Whiskey + Beer (Alcohol Combo)
Marines + Military Vehicles