Before I begin, if this was answered somewhere else I apologize, I'm bad at searching the forum for this specific thing since I can't really grasp what keywords I'd need to look for (just searching for commodities would bring way too much data to scour through).
Now on to the topic at hand.
A question has been floating around my head for some time yet I had nearly forgotten about it until a group mate asked about this in our private forums. The basic idea is why aren't stations building their commodities using other commodities?
To give an external example, think about the X series and how each commodity (the majority) required another commodity for it to exist and specialized stations built different types of commodities.
For those that haven't played the game I mentioned above let me give you an ingame example:
Lets say we have the Personal Weapons, to "build" this commodity you'd need to provide the station with x amount of Minerals and x amount of Metals (for example) and then the station would start "building" the commodity and after x amount of time (RL time) a y amount of Personal Weapons would appear on stock.
Of course certain commodities like Grain, Fish, Metals / Minerals, etc would not require other commodities to exist since they are provided by the planets / asteroids, but why is it that we do not have a cycle like this in the game?
This would give players more role in the game and market fluctuations would be really interesting to see. New routes would always appear and old ones would always die and it would make the game (from a merchants perspective at least) a bit more dynamic.
I understand if this mechanic would bring about market crashes throughout the systems and only a few systems would ever "boom" economically, but I'm still curious as to why the mechanic is not there.
So if anyone can enlighten me I'd appreciate it.
Thank you.
Now on to the topic at hand.
A question has been floating around my head for some time yet I had nearly forgotten about it until a group mate asked about this in our private forums. The basic idea is why aren't stations building their commodities using other commodities?
To give an external example, think about the X series and how each commodity (the majority) required another commodity for it to exist and specialized stations built different types of commodities.
For those that haven't played the game I mentioned above let me give you an ingame example:
Lets say we have the Personal Weapons, to "build" this commodity you'd need to provide the station with x amount of Minerals and x amount of Metals (for example) and then the station would start "building" the commodity and after x amount of time (RL time) a y amount of Personal Weapons would appear on stock.
Of course certain commodities like Grain, Fish, Metals / Minerals, etc would not require other commodities to exist since they are provided by the planets / asteroids, but why is it that we do not have a cycle like this in the game?
This would give players more role in the game and market fluctuations would be really interesting to see. New routes would always appear and old ones would always die and it would make the game (from a merchants perspective at least) a bit more dynamic.
I understand if this mechanic would bring about market crashes throughout the systems and only a few systems would ever "boom" economically, but I'm still curious as to why the mechanic is not there.
So if anyone can enlighten me I'd appreciate it.
Thank you.