Behind the scenes we've been working tirelessly to create a new and exciting freelancer experience. Aftermath's economy is no different. Here's a sneak peak at our latest development, a new Freelancer economy development tool: EcoUtility.
The adjustable formula built into the framework will allow for adjustable profit curves which can be applied to individual routes. Now physical obstacles in the virtual world can be properly reflected in the buy and sell prices throughout the universe. Trade routes will no longer be required to adhere to one universal profit distribution, but will be noticeably different with their own unique flavour. And thanks to the automation of much of the economy development process, we will be able to create and adjust routes in a fraction of the time.
With the EcoUtility in hand we will work tirelessly to craft new and innovative trading and smuggling routes that will add to the immersive aftermath experience.
In it’s current form it doesn’t outdo companion as a directory tool. Companion (thanks to Jaz) has been built to be much more user friendly. EcoUtility is primarily a multiplex calculator and .ini data generator.
To better phrase it, this is more designed for creating new data and trends, opposed to viewing existing trade routes. The tool drastically speeds up economy balance though, and should, in theory, allow for more routes to be balanced against each other.
Isn't the lack of balanced routes a 2009 problem, and today's problem is the over-abundance of balanced routes with a lack of focus onto certain routes that makes player interactions more frequent and easier to find? The latter is relatively easy to fix, if only someone who could do it did it.
It's not like there are a huge number of alternate routes to take at the moment. Almost everything is going to go through the border worlds between two houses at some point.
This is even more true when you have a smaller, less connected map than Discovery.