I disagree, as, erm, transports still feel like they're getting raeped(personal experience), but that's really neither here nor there. I'm pretty sure this thread is about FLHooks and the like, as its Cannon looking into it, and I really have no interest in arguing the balance of trader vs pirate, I think there should be no discrepancy, you think its fine, I think its the only place where you're ok with a deliberate imbalance, or else you should be...see? Not fun to talk about.
What is up with the Pirate transport, by the way? Oh, the pirates of every bent get the ship I kept trying to turn transports into, but no one...grumble.
In which case, I'd really like to suggest buffing profits on freighters who're attached to Transports, but that's just because I think it would be nice if freighters had more toys.
An Ironman mode would be brilliant to play, and even against Nublet's disapproval, I'll venture to suggest that cutting into profits makes there be more traders. It doesn't in any way make it more fun.
Trading events could be rather grand, but our experiments with them in the past have been a mixed bag.
Scheduled events could be tried again, and if done well, are a great deal of fun.
I'm unclear as to why mining was nerfed, but that did encourage us some trading.
I bet tonnes and tonnes of people would love the ability to influence storyline, and if you incorpo...oh, who am I kidding?
The obvious fl hook boosts are money, strength, or speed, but none of them are particularly appealing, and two of them are the same, so I'd ask for people to see if they can come up with actual games to turn trading into. Irnoman is my idea, and I'd suggest letting the money sifted off a ship in those payments pay into navy/police pockets. Dunno how to work that out, yet, but it would be very neat.
And...is it possible...to have a mission reference a place other than the base its offered on?...Delivery missions