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Trading routes balance - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Trading routes balance (/showthread.php?tid=27051) Pages:
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Trading routes balance - Benjamin - 09-23-2009 Someone needs to run a bunch of runs on lanes and on holes, and see just how much safer/consistent* holes are. *consistent as in NPCs don't throw you out of them and you're less likely to get CD'd and chatted to for ages. being pirated costs you time as well as money. that way, lane routes and hole routes could be properly balanced, because if you make the smuggling routes/edgeworld routes the same as the house routes, they're still more profitable, if you understand. also to the OP: yes I totally agree. Having places like Ames Research Station being massive importers just doesn't make sense. Although balance is obviously of the utmost importance, roleplay/realism should be the frame it's built on. Routes like artifacts to/from the Hawaii should be great profit because of the significance that route has on the lore of that whole area. And that route doesn't even exist anymore! Trading routes balance - Camtheman Of Freelancer4Ever - 09-23-2009 Trading between houses has far more pirates = less fun for traders = less people trading there. Its really simple actually. Trading between bases/planets where there are no lanes gives you a FAR less chance of being pirated. Therefore, the Outer Worlds (Tau, Omicrons, Omegas, Sigmas, ect) are more populated with traders/smugglers Trading routes balance - Friday - 09-23-2009 Quote:1) Forget the distance thing, demand is demand regardless of distance. /signed. I think that the development team needs to reassess the purpose of trading. They need to put out of their minds trading not as a means of making money - but as a means of population control. Developers should ask themselves "Where do we want players to be?" and tweak pricing until traders start to drift to the appropriate routes. It just like the argument over weapon and ship stats - everyone gets cought up in the numbers - they forget to ask about the purpose or outcome desired. Then the pirates will follow, then the lawfuls will follow them. In terms of profitability of routes, the powertraders will always use the best route - even if its only 1cr/s more profit. So there doesnt need to be a lot of profit difference between routes between House planets, and RP runs from primary production facilities such as mining bases. So look at it from the other end - dont ask 'how much should this run be worth' - but ask 'where do we want this commodity to go, and how many players do we want hauling it there?'. Trading routes balance - Camtheman Of Freelancer4Ever - 09-23-2009 I do not know what the problem with people getting money too fast is, I dont know why they did the first rule of economics thing when they were making the new routes instead of worrying about people getting money too fast. That rule being Supply - Demand. It does not matter how fast they make the money, remember, its the RP of trading. They're going to make the money to get their cap wether or not... Trading routes balance - Angelfire - 09-23-2009 ' Wrote:/signed. :nyam: Trading routes balance - Canadianguy - 09-25-2009 The thing like many said now about balance is that if you want to get more money to tryout new stuff, you need to grind for hours. Most capwhores have these hours. Many RPers dont. And while the goal of new routes was to make more RP, I have to say that even many RPers are now just concentrating themselves on max profit. And the idea of controling where should traders go is a good idea. Make a few routes between houses that are more profitable than others so ppl get money, and pirates know where to go. |