make mineing more profitable sounds very good, how about makeking the drop chance 100% for ea rock, noibium,diamonds,gold,silver, and 50% on artifacts they should be harder to get. they should drop 10 ea rock, and maybe increasing the price with 250 or 500 credits, 1k is to to much
Quote:SO, one solution would be to make minable commodities at least $1000 more expensive everywhere. That would not affect trading at all, since the "Buy" and "Sell" prices would both increase.
I didn't read the whole thread and have no idea what conclusions did you make, but there's an error in this statement that makes discussing this solution pointless.
This would affect trading in the most drastic way, for the profits from trading are calculated not by the ((buy price/sell price)*number of items) formula, but by ((buy price - sell price)*number of items). The absolute difference between buy and sell is the profit that trader gets. Therefore, if a commodity base price is changed, all trading prices for this commodity everywhere in the universe must be changed as well.
' Wrote:I didn't read the whole thread and have no idea what conclusions did you make, but there's an error in this statement that makes discussing this solution pointless.
This would affect trading in the most drastic way, for the profits from trading are calculated not by the ((buy price/sell price)*number of items) formula, but by ((buy price - sell price)*number of items). The absolute difference between buy and sell is the profit that trader gets. Therefore, if a commodity base price is changed, all trading prices for this commodity everywhere in the universe must be changed as well.
Uhm, Igiss, he wants all comodities to be +1000, that way trading would not be efected, only price of commodities would, and it would also make traders a bit more scared bout their precious cargo so they would not be like "Kill me, its cheaper".
Jeah, this idea rocks, i'm gonna start me a mining char as it is, for the fun of it all...
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Quote:Uhm, Igiss, he wants all comodities to be +1000, that way trading would not be efected, only price of commodities would, and it would also make traders a bit more scared bout their precious cargo so they would not be like "Kill me, its cheaper".
Trading will be influenced by this. Example:
Current base price of commodity is 100. Cheapest buy price is 100 as well. Most expensive sell price is 300 (price multiplier is 3). If a trader has 1000 cargo hold, the profit will be (300-100)*1000 = 200000 credits.
If base price is increased by 1000, then base price will become 1100. Multipliers remain the same: cheapers buy price is 1100, most expensive sell price is 3300. Profit: (3300-1100)*1000 = 2200000 credits.
The trading profits will increase by (new base price/old base price) value: if old base price is 1000, profits increase twice, if base price was 100, like in our example, it will increase 11 times.
Good point, Igiss. Maybe if you only did this to the more expensive minable commodities, and for the ones that are under 1000, raise by a smaller amount?
' Wrote:Trading will be influenced by this. Example:
Current base price of commodity is 100. Cheapest buy price is 100 as well. Most expensive sell price is 300 (price multiplier is 3). If a trader has 1000 cargo hold, the profit will be (300-100)*1000 = 200000 credits.
If base price is increased by 1000, then base price will become 1100. Multipliers remain the same: cheapers buy price is 1100, most expensive sell price is 3300. Profit: (3300-1100)*1000 = 2200000 credits.
The trading profits will increase by (new base price/old base price) value: if old base price is 1000, profits increase twice, if base price was 100, like in our example, it will increase 11 times.
I don't mean multiply prices by a factor, I mean add 1000 to all minable commodities.
Unless that's not how it works. And you WOULD know...
Quote:I don't mean multiply prices by a factor, I mean add 1000 to all minable commodities.
It's very hard to explain anything when I already used all known ways to explain thing. I'll repeat. If you add 1000 to base unit price of any mineable commodity, the trade routes that involve this commodity will become far more profitable than before, leaving back both mining and all other trade routes currently available.
Doing such thing would require total revamp of trade multipliers from market_commodities.ini, and I'm afraid I'm not ready to review each of the 3500 lines of this file to change necessary multipliers.
Only viable solution to mining problem would be increasing number of commodities that can be mined from one asteroid in certain mineable areas. Question is, where? What areas are most suitable for mining, being both not too harsh for traders and not too close to good selling locations?
Well, Igiss, do you also use Freelancer Explorer sometimes? I don't know if that works, but it allows you to change every price by the final value, not by the multiplier. I'm not sure if you want to use it, and it looks extremely time consuming. Therefore I suggest myself in doing the job if you want.
Got a Commodity idea: How about adding to all mineable stuff the raw version? Maybe something like "Raw Diamonds" and "Raw Water" (:P). They need to be brought into the respective facilities be processed into their final state (which is known as just "Diamonds" and "Water"). I mean just after they are mined they can't be in that "perfect" shape already, can they? The final goods could be sold for the normal price and the raw goods for a higher price at the facilities.