Discovery Gaming Community
High Risk Goods - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7)
+--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37)
+--- Thread: High Risk Goods (/showthread.php?tid=149920)

Pages: 1 2


High Risk Goods - Ash - 05-01-2017

I've had an idea. It's pretty basic at this point, but I think with a bit of moderation and refinement, could bring a whole new dimension to trading and smuggling.

As the mod stands the most expensive commodities to buy per unit are Sorted Artifacts, Liquid Cardamine, Passengers from Auvergne, Military Vehichles, Nuclear Devices etc. (Excluding pilots, RP items, power cells etc). A total loss of which would cause around ten million for your average sized transport. So it's fair to say that this cargo is pretty risky to move around but it hardly breaks the bank when you consider the payout of one run potentially triples your investment. Or does it?

As a matter of fact, running nuclear devices from Languedoc to Picardy gives a payout of $2332 (166%) per unit. Now some would consider that reasonable when the run takes around 11 minutes to complete. But then when you consider the thornbush that Gallia is to get through as a hostile, you're looking at more like 20 minutes. If you can somehow conjure up a RP so rediculous as to move Liquid Cardamine from Corsica to Munster, then the payout is pretty much $4014 (200%). All in all, when you compare to lower risk commodities such as moving gold from Dublin to Sigma 59, you're looking at a payout of $3957 per unit (900%) with a loss risk of around 2 million tops. The route durations are around the same. Now i'm all for a bit of variety, but at the moment moving riskier goods is hardly exciting, it's just dumb.

Now what I propose is we bring in a new range of HIGH RISK Goods

Sounds pretty cool.

The pricing of these goods will follow a similar exponential curve as the armor upgrades. By that I mean, by buying a high risk (more expensive) commodity, you set yourself up for a incrementally bigger payout; where shipping Nukes at $5000 a piece gives a payout of $10,000 (200%), shipping Alien Technology at $20,000 a piece will give a payout of $27,000 (135%). As the profit margin gets bigger at a constant rate, the initial investment cost increases exponentially. In practice, the cost of shipping the safer end of high risk goods on a train would require a 25 million credit investment. That's alot of moulah. So much in fact that we could see these sorts of goods bring about a whole new tactic of shipping. With more money at stake, pirates will gravitate to trading hotspots thus forcing shippers to seek out alternate routes, form convoys, hire escorts or resort to safer cargo. This brings a whole new degree of selecting commodities to ship instead simply picking the one with the highest profit/time.

In addition this opens up new roleplay commodity opportunities. Some examples could be:
  • Escapees
  • Spies
  • Insurgency Troops
  • Battleship Parts
  • Gaian Wildlife
  • Supercompressed Cardamine
  • Nuclear Devices
  • Slaves
  • Alien Technology
  • Human Organs
  • Ladiesss

Let me know your thoughts.


RE: High Risk Goods - Freeroamer - 05-01-2017

+1... Sounds like a good idea.


RE: High Risk Goods - Toris (Old Account) - 05-01-2017

Idea is good only on paper. It's not hard to imagine that such high-price item gives pretty much space for players using unlawful IDs for griefing - and this can and will fuel the hate between traders and pirates which has been burning down already. I didn't have "lol won't pay loser" traders for some time already and honestly I do not want that once happening again.

Both as a trader and a pirate, I am against such idea which is not trollproof enough.


P.S. The similiar idea is present already. It's shipping ores from POBs.


RE: High Risk Goods - Corile - 05-01-2017

Yes please, give me more reasons to do early morning powertrading Smile


RE: High Risk Goods - sindroms - 05-01-2017

This has been tested with Sorted Artifacts back in the day.
Sadly, this concept would only work if the server population did not vary over time so much.


RE: High Risk Goods - Ash - 05-01-2017

(05-01-2017, 04:54 PM)Birb Wrote: Idea is good only on paper. It's not hard to imagine that such high-price item gives pretty much space for players using unlawful IDs for griefing - and this can and will fuel the hate between traders and pirates which has been burning down already. I didn't have "lol won't pay loser" traders for some time already and honestly I do not want that once happening again.

Both as a trader and a pirate, I am against such idea which is not trollproof enough.

I agree that we should all get on for a decent roleplay experience. Though I would argue that there are other ways to keep trolls at bay. Traders and pirates are natural enemies, it's only natural that there should be some rivalry. In fact, since more money is at stake we will see more dialogue between pirates and traders since an explosive solution poorly affects both parties moreso than lower risk goods. Yes this means more payoffs on the trading side of things, but this is the point behind high risk goods. If you don't want the hassle, then don't take the risk.

(05-01-2017, 04:54 PM)Birb Wrote: P.S. The similiar idea is present already. It's shipping ores from POBs.

Mining is not everyone's cup of tea, and ore does not have a riskay vibe.


RE: High Risk Goods - Ash - 05-01-2017

(05-01-2017, 05:20 PM)sindroms Wrote: This has been tested with Sorted Artifacts back in the day.
Sadly, this concept would only work if the server population did not vary over time so much.

Care to expand?

Was the problem powertrading?


RE: High Risk Goods - sindroms - 05-01-2017

High risk goods worked only when there was risk to justify the reward. The risk was non-existent during server low-pop time and there is no mechanic to dynamically adjust prices based on server numbers.


RE: High Risk Goods - Alestone - 05-01-2017

(05-01-2017, 05:20 PM)sindroms Wrote: This has been tested with Sorted Artifacts back in the day.
Sadly, this concept would only work if the server population did not vary over time so much.

Would add that the Military Goods event is a recent example of this, and the risk wasn't that great most of the time.


RE: High Risk Goods - Ash - 05-01-2017

(05-01-2017, 05:31 PM)sindroms Wrote: High risk goods worked only when there was risk to justify the reward. The risk was non-existent during server low-pop time and there is no mechanic to dynamically adjust prices based on server numbers.

Would there be some way to regulate the profit margin to account for this? Not in real-time. You have to admit that trading during downtime is an activity relating to a handful of people at a time, and could be considered in itself a tactic to outsmart pirates.