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One last thing...prices.
Should Synth have prices similar to the existing Food Rations, making it a strictly roleplay commodity?
Or should some distant bases actually pay good profits for it?
Give me some price and profit ideas...a low profit roleplay commodity or actually profitable for Synth Food traders?
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In my opinion, there should be at least a few profitable runs for Synth Paste.
Roppongi should pay well for it, maybe two or three far-away stations as well.
It should be more expensive than food rations, symbolizing SynthFoods' economic power in Sirius. Don't make it an uber-commodity though, moderate prices should be okay.
I agree with Sleipnir. A moderate price since it is slightly more difficult to make than traditional food rations, but definitely cheaper than traditional Luxury Foods.
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:49:19 AM] Elgatodiablo: You know its nice that you have all that proof and all, Bacon... but I just don't believe you.
Synth paste should be CHEAP--that is why it is real competition to farmers. As paste, it's easy to ship, easy to process and has long shelf life.
To make it PROFITABLE, instead of raising the price (which would eliminate its primary market advantage), make it a FRACTIONAL commodity in SIZE.
By this I mean, one cargo unit would hold MULTIPLE units of synthpaste. So while an individual "packet" of synthpaste would be "dirt cheap", transports could carry so much of it that it would be a profitable commodity AND can be made a really profitable run for shippers instead of another "pretend you are making money for role play" run.
By varying the size, you can make it work for Synthfoods traders without skewing the whole Sirius market. Small storage size and non-perishability is something that WOULD make it very attractive to stations and bases.
' Wrote:Synth paste should be CHEAP--that is why it is real competition to farmers. As paste, it's easy to ship, easy to process and has long shelf life.
To make it PROFITABLE, instead of raising the price (which would eliminate its primary market advantage), make it a FRACTIONAL commodity in SIZE.
By this I mean, one cargo unit would hold MULTIPLE units of synthpaste. So while an individual "packet" of synthpaste would be "dirt cheap", transports could carry so much of it that it would be a profitable commodity AND can be made a really profitable run for shippers instead of another "pretend you are making money for role play" run.
By varying the size, you can make it work for Synthfoods traders without skewing the whole Sirius market. Small storage size and non-perishability is something that WOULD make it very attractive to stations and bases.
Thats brilliant. And we know it can be done, because VIP's dont have the same size as other commodities, so even if you can make it fractional, you could say make Luxury food take up 10 units of space, food rations take up 5 units of space, and synthpaste take up 1, and then adjust the prices so you make alittle more on luxury food then Food rations, and alittle more on food rations then synthpaste.
Yes--you could make paste sell for the same prices as toxic waste but be able to carry 1000 of them per cargo unit. One server I was once on made a "volume less commodity" (by mistake) and you could carry an infinite amount. You can easily use this method to make selling synthpaste as profitable as cardamine--and if you make the best selling points in Kusari and Rheinland you have natural enemies (FA and LWB and their allies).
Put a synth foods base in somewhere, maybe over stuttgart, that sells a new commodity labelled 'synthpaste'.
Synthpaste would be seperate from the other food commodities, with 'food rations' being low-quality 'real' food, and luxury food being high quality 'real' food.
Have the base sell synthpaste for say, 1 credit 'each', and make the synthpaste stack so 10 units of synthpaste = 1 unit of cargo space.
That way an advanced train could carry 50,000 synthpaste, and it would cost him 50,000 credits to buy that synthpaste.
Then on capital worlds, say new tokyo for example, synthpaste would sell for something like 10 credits 'each'. That 50,000 synthpaste load would make 500,000 credits, or 450,000 credits profit.
Numbers may need to be tweaked a bit, but you get the general idea. It'd make synthfoods a decent trading company and hopefully liven up the RP for the LWB/AFA.
EDIT:
and synth paste, food rations, and luxury food should all have extremely high selling prices (higher than any other base) on planet crete.
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I already thought of the idea of making synth (and a few other things) be 1/5 of a cargo unit or something similar. Igiss has not ever seen this done in a mod, and is not willing to risk screwing up Disco to test it to see if it works or not. So, someone needs to test this in another mod first to show that it works.
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' Wrote:I already thought of the idea of making synth (and a few other things) be 1/5 of a cargo unit or something similar. Igiss has not ever seen this done in a mod, and is not willing to risk screwing up Disco to test it to see if it works or not. So, someone needs to test this in another mod first to show that it works.
Contact the mod makers (Ringy or Unicorn) at tekagis.com. They have done this several times with a variety of commodities--all carried over several mod revisions and updates with no problems.
The only issue is to insure that the largest possible load does not sell for more than the game credit limit allows a ship to have (not a problem at prices we are talking here).
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Assuming that is not possible, what should prices be like? Should this remain a RP only commodity that has no real financial value for trading, or should it be more like Luxury Food? Bear in mind that the infocard for Synth Paste could state that the actual price of the commodity is low, but that the Synth Foods Corporation pays pilots exceptionally well to transport their foodstuffs to its destination. That way your profits can be thought of as coming from a salary rather than from the transaction itself.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.