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Episode 14 Trade Changes - 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: Episode 14 Trade Changes (/showthread.php?tid=70651) |
Episode 14 Trade Changes - ugliestmoose - 12-27-2011 Looks great. You've really done a great job fixing the trading system, since in vanilla and pre-4.85 it was pretty much broke. I remember there used to be about 10 good trade routes that everyone flew, and half of them didn't even make sense. The one thing we learned from 4.85 is that if the best routes are smuggling routes, everyone will be a smuggler, no matter how risky the routes are supposedly. It would be nice to see some sort of boost for corporate traders, but that could be solved by giving bonuses to corporate ID's or something. So...yeah, I have no suggestions here:) Episode 14 Trade Changes - Xoria - 12-27-2011 ' Wrote:The one thing we learned from 4.85 is that if the best routes are smuggling routes, everyone will be a smuggler, no matter how risky the routes are supposedly. It would be nice to see some sort of boost for corporate traders, but that could be solved by giving bonuses to corporate ID's or something. So...yeah, I have no suggestions here:)By the numbers, the top 3 routes will all be legal corporate routes. The best smuggling route will be the 4th best route in the mod. Now that's figuring using a 4,300 cargo ship for the smuggling route to be able to dock at an unlawful base on one end and lawful on the other end. But even using a 5k for the smuggling route, which I don't think is actually possible per the server rules, it only makes it the best route in the mod by less than 5 million credits per hour. And those top 3 corporate routes are only different by about 1 million credits per hour. And, between the 3 of them, all 4 Sirian Houses are represented. Not too shabby, I think. Episode 14 Trade Changes - Ursus - 12-27-2011 I still think there should be a base somewhere in the middle of nowhere that pays 10,001 for a credit card Just to see who goes there Episode 14 Trade Changes - escopton - 12-28-2011 ' Wrote:In a case like MOX, there have to be 2 actually separate commodities in the game in order to balance routes that cross over each other from two production locations that are so far apart (LD-14 and Dortmund). For Ship Hull Panels, there's basically nothing consuming them in the Taus that is important, so Stokes and Kyushu can both produce the same commodity and split the routes about halfway between them. Same thing for Engine Components. Thanks this totally cleared that one out for me:) |