To most trading is just a boring grind. They want to get credits as fast as they can so they can do whatever is fun for them. Is there anything wrong with that? Absolutely not. We all play this game to have fun after all.
And about the PvP aspects of trading factions. Sure they could join your faction and pew on pirates, but you are still very limited. For example, I'm sure you wouldn't see a USI escort defending Texas or staging a raid into Rheinland.
About all you can do is try to make it fun for the members you do have. Perhaps you can set up special contracts or events.
Oh, one more thing. I'm not sure if USI does this or not, but set up a recruitment ship in Pennsy. The past two times I logged OSI's I landed two great new members.
EDIT: I know that was more info than what you were looking for. I blame me being dead tired. Sorry
Most of the time this question arises when I've shot down too many silent runners. If you're going to be trading to make money, even if it's to get credits for your superawesomefunboat, why not join a faction and roleplay it? It seems like it's a much better experience to make something you're doing fun instead of grinding through it, gritting your teeth the whole way.
Theres something to be said for giving yourself the challenge making a ton of money within the confines of a particular faction's RP.
' Wrote:I'm not saying trading factions aren't successful. Hell, USI has been successful for more than a year now.
I mean we have Rp twists and missions, but most people venture off to other PvP based factions rather than trading. And I'm wondering why that is.
On the most part trading factions aren't successful. USI would be one of the rare exceptions. People would rather PVP and RP with something...more exciting like a space pirate, space cop or battleship captain.
I could put it down to this- factions that people RP in and spend alot of time in are ones that grap them and make them want to have their life (in the game). Truth is not many people jump to the life of a transport captain. Their main motivation for doing so would be more practical- in other words credits.
I do believe that people don't join trading factions for two main reasons:
1. They believe that the role play that goes along with character will slow down their money making. After all, there's not many of us whom only fly transports because we think they are fun.
2. The limited trading places. When your tied down to a faction there's only certain places you can go and the ID's are limiting. However, with the indie trader ID or freelancer ID your free to trade virtually wherever and whatever you want.
There is more variety in trading if your not part of a faction. People are always looking for more freedom, it's a natural thing.
Interesting thread this and a lot of valid comments.
I think it shows what difficulties most trading factions have with member numbers.
A few suggestions in a earlier thread ( sorry, cant find it ) might help with that ie, cargo multipliers for official factions ( i think x 0.5 was mentioned ) more in rp routes, more lenient admin rules ( relaxed rules on official faction flight times ) and so on. If i can find that thread ill post a link.
Convoy trading is more fun but getting peeps online at the same time, due to time zones, can be hard to do and again not everyone likes them either.
Anyhoo....nice thread and ill keep an eye out for more suggestions.