I decided to rewrite pulsar from the scratch. It will be better now
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Inverted wrote:Less buy/sell? Oh I really hope we will finally get a trade system requiring some planning and/or intelligence.
Please, please, please I want "real" economy.
My humble self in another thread wrote:How about making a trade system based on production chains. If youve played X games (space sim games in case you didnt) you might have a good idea about that. Each type of port uses certain goods to create something else, having no raw materials the production halts. It also goes well with the port leveling system, higher level ports having higher production capacity. Obvious drawback is that this needs serious balancing.
Btw you should avoid making high and low profit goods as long as everything can be transported in amounts to fill up your cargo hold. After all transporting a full hold of metal ore costs the exact same amount than a full hold of diamonds (not counting security) so theres no reason anyone would pay significantly more for any of them, unless they are in great need of it. So IMO the primary source of income should be spotting routes with high supply and demand and not whoring routes of certain wares that for some mysterious reason pay a lot. Remember, you effectively only do the transporting so the actual worth of the cargo is almost irrelevant. (Of course expensive goods should earn more per piece due to higher investment making higher risk).
To make it clear, Omricon had a system where trading certain goods yielded either good exp or good money or so-so, what I suggest is to make all goods roughly the same yield at money and exp with money rates going up and exp rates going down by the rarity of the goods. So if you transport food or ore that must be carried around in huge amounts you get the basic exp and profit while trading luxuries should have higher profit but lower exp (but only like 2x money 0.5x exp). BUT luxuries being only available in small amounts with supply and demand both recovering slowly.
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