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Trade Development Blog - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +--- Thread: Trade Development Blog (/showthread.php?tid=88081) |
RE: Trade Development Blog - RedEclipse - 01-03-2013 So, what about to answer my question instead of ignoring? We're invested hundreds of hours to build it and maintain, so it'll gone because you decide to remove essential goods from akabat? No good. RE: Trade Development Blog - farmerman - 01-03-2013 (01-03-2013, 01:26 PM)RedEclipse Wrote: So, what about to answer my question instead of ignoring? We're invested hundreds of hours to build it and maintain, so it'll gone because you decide to remove essential goods from akabat? No good. I certainly can't give a definitive answer, but also consider that just because it's outside the main supply systems doesn't mean goods won't be available. Generally it seems they're just more expensive. RE: Trade Development Blog - RedEclipse - 01-04-2013 Well, Akabat have RP basis to sell all essential goods for same price as in capitals. It's a fresh colonized planet, which means it should contains ore or any other valuable commodities. As for that, dig components should pick up here for nice price. RE: Trade Development Blog - Echo 7-7 - 01-04-2013 (01-04-2013, 12:54 AM)RedEclipse Wrote: Well, Akabat have RP basis to sell all essential goods for same price as in capitals. It's a fresh colonized planet, which means it should contains ore or any other valuable commodities. As for that, dig components should pick up here for nice price. In the contrary; a frontier world won't have the infrastructure to produce a wide range of sophisticated goods. However, it should be selling raw materials cheaply, due to an abundance of untapped resources. Food might be expensive if there isn't much arable land, necessitating the import of synth paste or other preserved goods. If the atmosphere is human breathable without much modification, then Oxygen can be very cheaply distilled from the air. If water is present on the crust, that's good; otherwise that'll be very costly. RE: Trade Development Blog - RedEclipse - 01-04-2013 Alloy cast isn't high tech or extremely hard-to-make procedure. As Freelancer is future, i'd believe it's working as automatized factories. As for other reason, house players love to restrict anything related to non-house groups. So if you want to kill completely movement in Omicrons go ahead. RE: Trade Development Blog - Echo 7-7 - 01-04-2013 (01-04-2013, 10:04 AM)RedEclipse Wrote: Alloy cast isn't high tech or extremely hard-to-make procedure. As Freelancer is future, i'd believe it's working as automatized factories. I also didn't specify that Basic Alloy shouldn't be available on Akabat, as I chose not to label either as a sophisticated product or raw material. Given that it's currently sold there, you should be in luck for the next version. For the record, I'm not the one setting and prices and sale-points here, that's all Xoria. RE: Trade Development Blog - Xoria - 01-08-2013 I'm still working on rewriting trade rumors. I'm working on Lyonnais right now, having finished IDF, Orleanais, and Picardy. So far I've rewritten 172 rumors. We need volunteers to create new commodity icons. There are about 2 dozen new commodities that do not have unique icons yet. If they are not done, then they'll all just look like generic crates. If you know someone who can create icons, send them to me. Apply in this thread: http://discoverygc.com/forums/showthread.php?tid=92111 RE: Trade Development Blog - Xoria - 01-12-2013 I've been intending to post a sample of the pricing spreadsheet for a while. Here is the start of the section for Food Rations.
RE: Trade Development Blog - hollowpoint - 01-12-2013 I have a question that has probably already been answered alot but I could not find it using search..Is it possible with FLHook magic to make a living economy? like changing the prices of things on stations depending on the supply/demand of commodities. For example x amount of people buy high temp alloys, demand rises. This raises the price they sell for They then can choose from a few places that could use the high temp alloys and go sell them at that place. If everyone heads to one place say base Z which has an attractive selling price then, after X amount of people selling it the demand goes down at base Z hence the price they offer to buy it from you at base Z would also go down, and the price at base E would go up. Ideas? Redirections? RE: Trade Development Blog - Coin - 01-12-2013 (01-12-2013, 07:12 AM)hollowpoint Wrote: I have a question that has probably already been answered alot but I could not find it using search..Is it possible with FLHook magic to make a living economy? like changing the prices of things on stations depending on the supply/demand of commodities. search for 'dynamic economy' |