I'd love to see the commodity rep system finally get some usage. It doesn't even have to be separated from in-game rep.
So what if someone will switch ships / IDs / use POBs / or attack depots and farm NPCs or something to work around the limits? Rephacks still exist and if the effort required vs cps is set sensibly people will not bother and this would all open up a whole new avenue for player faction diplomacy.
Remember, more ships, more money sinks
And also make shipping factions more viable. e.g. what if competing mining corps could not buy / sell each other's goods, or (foreign) mining corps could not trade very well ( but shipping factions would obviously have better reps in foreign houses so they could).
(07-30-2021, 11:54 PM)Widow Wrote: An option is start to have commodities tied into rep.
That's a terrible idea that would make an overly complex and annoying economy even more complex and annoying, with even more trade runs showing up in a character's trade route list that aren't actually possible for that character. More experiences of "oh nice I can buy/sell this here", with even more commodities that force you to go to places you dont really want to go to, only to find out you can't actually buy/sell/use it without prior warning, like we already have for some special gear and faction-restart-mapped bases that aren't dockable for those factions.
It would be wasted effort going in the exact opposite direction of what we need to go with the economy, and for what? So some people can feel special that they have their own commodity that only their own special faction can trade, and delude themselves into thinking that forcing people to make even more throw-away chars that do only 1 thing (trade this or mine that) will benefit the game or their favorite faction by making everything even more restrictive, complex, and annoying than it already is?
Well, Karlotta might be speaking from personal experience and might have some points, but the fact is trading is currently the weakest mechanic in the game.
It only benefits the F2-F3 semi-afk crowd. There is no supply demand or dynamic economy whatsoever, aside from that driven by POBs and players.
Having rep matter might actually give a use to over 150 POBs that currently only exist to serve their owners whims. Want to trade most of the stuff without needing a crutch? Make a Freelancer char repped neutral to everyone and there you go.
EDIT: And also the knowing limits thing is a matter of interface. I'm sure FL Companion or Wingman could have (or already have) that functionality added. They already are essential trading tools, just need to be integrated with the Launcher.
Trading is one of the worst things in the game right now because it has been made that way by disco devs, getting worse and worse over the years by ruining trade commodities, routes, and adding more convenient money making activities. There are lots of ways in which the problems of trade can be addressed, but adding rep-based commodity buying/selling is another step in the wrong direction.
I beg to disagree, I think it would add a whole new dimension to the game. Like I said, only a matter of interface.
A clever coder might even automate the generation of infocards regarding to commodity rep, showing in bright red letters which factions can buy what (like we already have with few faction specific commodities) . The rest of the info is already there in your Navmap, the only improvement I can think of would be adding owner faction column to the base list, but not sure how possible that is
(07-31-2021, 12:23 PM)LuckyOne Wrote: A clever coder might even automate the generation of infocards regarding to commodity rep, showing in bright red letters which factions can buy what (like we already have with few faction specific commodities) .
The rest of the info is already there in your Navmap, the only improvement I can think of would be adding owner faction colum to the base list, but not sure how possible that is
Devs didnt even take the time to tell people how much cargo space cargo-space-taking gear takes up in a lot of infocards, or remove non-dockable bases from restarts, even after having it pointed out to them several times, for like 10 years. Good luck expecting them to do any better with rep-dependent commodity trade, even if it was possible.
You could maybe set it up so the commodities you can't buy due to rep would not even appear in the trade menu list?
In an ideal world there would be beginner, intermediate and "expert" trade routes, the last ones having highest cps but requiring a very specific faction rep setup (and maybe even a specific ship due to environment they pass through, e.g NPCs powerful enough to kill a freighter but barely making a dent in transport shields). The beginner and intermediate would be open to anyone, but with lower yields.
(07-31-2021, 12:32 PM)LuckyOne Wrote: You could maybe set it up so the commodities you can't buy due to rep would not even appear in the trade menu list?
In an ideal world there would be beginner, intermediate and "expert" trade routes, the last ones having highest cps but requiring a very specific faction rep setup (and maybe even a specific ship due to environment they pass through, e.g NPCs powerful enough to kill a freighter but barely making a dent in transport shields). The beginner and intermediate would be open to anyone, but with lower yields.
I think you over-estimate the flexibility/modability of freelancer code, as well as they typical disco dev's willingness to take the time and make things user-friendly. See state of the rules and lore delivery, lack of information given in gear infocards, lack of ingame explanation of game mechanics while expecting players to explain everything to other players. I think bomber shields can still only be purched in conn right now, yes?
Apart from the fact that there are many other ways to create "expert, intermediate, and beginner" trade routes... why do you even want that?
What we SHOULD have is experts, intermediates, and beginners working together, traveling the same routes, fighting the same problems together. The fact that we dont have that, and that we have noobs as cattle (trade, mine, and pvp cannonfodder) and pros as their butchers (pirates, terrorists, and l33 pvp squads) is one of the big reasons why disco has been in decline for so long.
(07-31-2021, 12:42 PM)Karlotta Wrote: What we SHOULD have is experts, intermediates, and beginners working together, traveling the same routes, fighting the same problems together. The fact that we dont have that, and that we have noobs as cattle (trade, mine, and pvp cannonfodder) and pros as their butchers (pirates, terrorists, and l33 pvp squads) is one of the big reasons why disco has been in decline for so long.
THIS!!!
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