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I decided to use my Economics degree for the benefit of Freelancer, and in consultation with Igiss, I have been working on some major restructuring of Sirius' economy along the lines of the following principles :
1. Production bases produce raw materials that are shipped to processing bases. (For example, Boron from Pittsburgh to LD-14)
2. Processing bases refine materials and create products to ship to industrial bases. (For example, basic alloys shipped to places where engines are built)
3. Industrial bases produce end products that are shipped to the end users. (For example, engines transported to shipyards.)
There is some overlap since some products (like Diamonds) are both raw materials and end products at the same time. Some products in the second category would go directly to shipyards (like superconductors).
4. Commodities should be bought and sold on bases that make sense from an authentic roleplaying standpoint.
5. Attention should be given to an "unlawful economy" that allows cargo piracy to be somewhat rewarding, and gives unlawfuls the opportunity to actually roleplay commodity shipments into their shipyards, home systems, and guard bases. (Guard system routes would be one way routes only to prevent powertrade routes : commodities going in, nothing coming out.)
I have nearly finished restructuring most of the commodities as well as introducing some new ones and have the work laid out in a useful chart. Most commodities will still be bought and sold in the regions that we are all used to, but perhaps not at the exact same bases. Many unused midpoints for buying and selling commodities will be removed.
After talking it over with Igiss, I need some input from experienced traders and serious players in order balance out the economy. I am asking for experienced, responsible, and trustworthy volunteers to assist me in finalizing the economic structure that I have planned out.
Those chosen will be given access to view the chart for their analysis. This chart should not be shared with anyone else without my prior consent.
In particular, these issues need to be analyzed for each commodity :
1. Routes should be balanced throughout Sirius so no region has substantially more nor less profitable routes than the other regions
2. Buy and sell points should be examined to make sure there are no "powertrading" opportunities created that are devoid of roleplay authenticity or dramatically increase profits (think : Tau 31 prisoners from last fall)
3. Unlawful factions need to be covered in terms of being able to sell stolen loot in their region of Sirius.
4. Long range circuits should be more profitable than short or medium range circuits. In other words, the best trade circuits should take a trader on a long trip around Sirius before he gets back to where he started.
If you are interested in assisting me, you may post here or send me a PM. I will only be selecting people whom I know I can trust to keep the tremendous amount of spoiler info contained here from leaking out.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.