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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Make equipment tradeable commodities too.

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Make equipment tradeable commodities too.
Online Lythrilux
12-22-2013, 12:15 AM,
#1
Edgy Worlds
Posts: 10,342
Threads: 736
Joined: Jan 2013

I was just inspired a by post to make this suggestion.
Ok, so we got equipment that is buy able virtually everywhere now, right? It's also mostly all buy able at the same values.
So what if some bases bought certain equipment for higher values, and other bases sold it for lower values? We could have people literally trading some equipment around the place.

However, looking at this from both sides, it might become frustrating as people want to buy equipment at cheaper prices at certain bases. Therefore my initial suggestion is that we would only have this applying to these items:
  • Faction guns of all classes
  • Codenames
  • Spyglass Scanners?

Thoughts? This is just an idea that I formulated in my head that does indeed have some issues.

[Image: Lythrilux.gif]
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Offline Wraga
12-22-2013, 12:20 AM,
#2
Storm Chaser
Posts: 1,767
Threads: 260
Joined: Sep 2010

I'm so proud now.
Never thought that my joke will be inspiring Big Grin

By the topic, I support the idea, since any kind of changes like that could boost the enjoyment of the server.

[Image: giphy.gif]
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Offline Mímir
12-22-2013, 12:22 AM,
#3
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

Conneticut exploit

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
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Offline Lord Caedus
12-22-2013, 12:24 AM,
#4
Malta's Bane
Posts: 616
Threads: 54
Joined: Jun 2013

Mostly that.

[Image: eHPLi2z.gif]
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Offline aerelm
12-22-2013, 12:47 AM,
#5
0110000101100101
Posts: 5,265
Threads: 522
Joined: Oct 2009

Weapons and equipment are not stackable*, and due to engine limitations, putting more than 99 non-stackable items on your ship corrupts the character (this also includes all the guns and equipment already mounted on the ship, so it effectively kicks down the number of "tradeable" equipment down to 80 or so based on the ship), so even if we do make them tradeable, it won't provide that big of a profit margin in the end. For the sake of the argument though, even if we do adjust their prices so trading less than 100 of them at a time becomes somewhat profitable, it'd still cause more problems as most of the equipment ingame don't have proper volumes assigned to them, so eventually people would start trading them in light fighters and whatnot.

In other words - Too much work, too little gain, would also require a complete rework of good and market entries for all equipment as well as an economy overhaul, so even though it's a good idea on paper, it's way too much headache to be actually worth it, especially considering that it'd be a "fancy feature" only for a couple of weeks, and after that point people will just realize it's literally the same as trading, just with a different looking cargo.

* Before anyone suggests - Nope, making them stackable won't work.
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