I cant say trading is nerfed, 60mil for an hour of powertrading is good enough (though it's utterly boring and I'd rather explore). I even always have the extra cash to give and help some promising starting players set up, without any outside support or the 5-10mil donations hurting anywhere.*
EDIT: it's 30mil per hour for the usual trade routes. I clearly underestimated the time required to go one way.
However some criticism, or possible criticism is perhaps warranted. Every house should have a suitably profitable trade route within the house, in order to not make every trade route break e.g. embargoes. I say possible, since none of my characters represent any corporations, and I have no idea about these trade routes (courtesy of Igiss?)
Now realistically, trade routes breaking embargoes, and general contraband should be a lot more profitable, but with some added risks (some more parts of the route requiring official jump gates, for example?) There is also the problem no one House has, and no army/police RPs having infiltrators or informers, which would inform of these shipments and make raids possible. I've tried to RP it within the game to no avail, only to theorize a possible special RP faction is required. I sent a short summary to Del for comments, but needless to say, the Discovery posse have their hands full simply in making the .85 stable and balanced.
*by the way, big kudos to Tic for setting this example for me when I first joined the server. I try to honor your conduct whenever reasonable.
No more niobium-diamond runs, no more shortcuts through the NB-jh and chugoku, no more overcrowded Sigma-13. Trading has become much nicer and can be done everywhere now. And for me it also feels like people tend to have a little chatter more often. Maybe because they wont loose that much money meanwhile anymore or maybe because they realize trading would be boring otherwise. Good development, keep it.
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.
Trade routes are better than before! Much more >2000 profit routes. The only thing is, you have to look at all bases you see in game. Dock on every base, if it is possible in RP, and you have listed the prices in your nav.
Thats a lot of time and work, not easy, but just: Discovery!:mellow:
Here are lots of good routes, thank you, Xoria.:ylove:
Trading is more interesting now, there are much more traders spread everywhere around sirius and not only few places crowded with traders like before.
There are new, profitable trade routes, they are different and you will have to look in larger measures.
Cash should not be able to earn that easy at all, it is boring to see everyone with best and ''overdone'' equipment.
Im sorry to say, but the admins failed in deleting all A <-> B routes.
Sorry , but you did.
Circuit routes are boring, ineffiecent, and you really dont see yourself make much money, and it leaves more time to be pirated between spots.
On the other hand, Sprint routes are direct, ussualy involving a medium-large distance, making at least as much or more than the best route in 4.84, Dia-Nio 20 mil adv train.
Meh. I have enough money to survive for a while. I'll just wait till I pick up a route or two.
The main problem I see is that a lot of the profitable routes don't just take ~ 20-25 minutes to get from A-B, but also that a lot of the commodities now use up multiple slots. But it'll work out in the end.
I came here to respond to Uns, but I couldnt help but get a giggle out of your post.
Uns, forgive me for editing out the fluff.
' Wrote:Explain to me, please, how your corporation supports that enterprise. How, for example, does Synth food feed the world, if most bases buy synth for less than Stuttgart sells it?
Interesting question. Itd be worth to take a look at the charts, which I dont have in front of me. If the synthfood trade market is actually borked itd be something for the bug reports! With detailed suggestions as to remedies naturally.
' Wrote:If you want the majority of the traders to use the long world tour routes, make them worth more, but there should be other routes available
To respond to that paragraph as a whole: While drawing out trade runs Ive observed thats exactly whats been done. Pretty much to the T. Thats all there is to say about that really.
' Wrote:On the topic of RP trade routes, people often espouse the belief that corporations only follow the lanes, or some other nonsense
For the most part thats exactly what they do, as their business is with the fellows sitting on the other end of the tradelane. There are obvious exceptions to that, far flung bases in remote systems, Coronado for example is a great example of a system that contains a destination far removed from the trade network for a Universal or DSE pilot.
But of course that corporate pilot isnt in the business of smuggling on the side, as opposed to the practices commonly employed by most of us.
Personally, the more time I spend working over the trade system looking for runs the more impressed I am with the work that went into it. There's a ton of epic runs that stretch across the houses. Traders are moving through systems that'd be lucky to see a player a week!
A lot of fun all in all.
Oh yeah, of course, to cut through the jibber jabber powertrading is finding the route that pays out the highest returns possible and running it relentlessly regardless of how outside of conceivable reality it might lay.