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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Episode 14 Trade Changes

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Episode 14 Trade Changes
Offline ugliestmoose
12-27-2011, 03:12 AM,
#21
Member
Posts: 345
Threads: 3
Joined: Feb 2009

Looks great. You've really done a great job fixing the trading system, since in vanilla and pre-4.85 it was pretty much broke. I remember there used to be about 10 good trade routes that everyone flew, and half of them didn't even make sense.

The one thing we learned from 4.85 is that if the best routes are smuggling routes, everyone will be a smuggler, no matter how risky the routes are supposedly. It would be nice to see some sort of boost for corporate traders, but that could be solved by giving bonuses to corporate ID's or something. So...yeah, I have no suggestions here:)
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Offline Xoria
12-27-2011, 03:44 AM,
#22
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Posts: 2,122
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' Wrote:The one thing we learned from 4.85 is that if the best routes are smuggling routes, everyone will be a smuggler, no matter how risky the routes are supposedly. It would be nice to see some sort of boost for corporate traders, but that could be solved by giving bonuses to corporate ID's or something. So...yeah, I have no suggestions here:)
By the numbers, the top 3 routes will all be legal corporate routes. The best smuggling route will be the 4th best route in the mod. Now that's figuring using a 4,300 cargo ship for the smuggling route to be able to dock at an unlawful base on one end and lawful on the other end. But even using a 5k for the smuggling route, which I don't think is actually possible per the server rules, it only makes it the best route in the mod by less than 5 million credits per hour. And those top 3 corporate routes are only different by about 1 million credits per hour. And, between the 3 of them, all 4 Sirian Houses are represented. Not too shabby, I think.

Check out my
Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.

An Interactive Tour of OSC Routes  | POB Supplies
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Offline Ursus
12-27-2011, 05:01 AM,
#23
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

I still think there should be a base somewhere in the middle of nowhere that pays 10,001 for a credit card

Just to see who goes there


Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline escopton
12-28-2011, 10:57 PM,
#24
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Posts: 749
Threads: 61
Joined: Aug 2011

' Wrote:In a case like MOX, there have to be 2 actually separate commodities in the game in order to balance routes that cross over each other from two production locations that are so far apart (LD-14 and Dortmund). For Ship Hull Panels, there's basically nothing consuming them in the Taus that is important, so Stokes and Kyushu can both produce the same commodity and split the routes about halfway between them. Same thing for Engine Components.

For Synthetic Marijuana, there are several localized markets for the same commodity, similar to Hull Panels. So in the simulation I represent that by several commodities, because the consumer markets are different. You'll see that almost all the commodities are duplicated in Sirius and Gallia in the simulation because of this. Almost none of them are actually separate commodities in the game, however.

So the markets are separate, but the commodities are almost always technically the same. I think MOX and Passengers are the only actual duplicates. The simulation functions to demonstrate the markets, so there are multiple commodity entries with their market origins in ( ).

Thanks this totally cleared that one out for me:)

[Image: 29415592.png]
[Image: 46822555.png][Image: 26937320.png][Image: 71656505.png][Image: 47399654.png]
[Image: tazap.png] [Image: resavguard.png]
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