1) Back in Feb 2015, the "Seeking Luxuries" POIs generated during a Boom state were removed from the game due to being unbalanced. Specifically, the levels of profit players were able to make off them by delivering Performance Enhancers were considered 'excessive'*. As similar sites such as Seeking Goods (Trading narcotics, occurs in Bust/Lockdown) and Seeking Weapons (Trading Battle Weapons, occurs during War) have almost identical profit margins and have not been removed from the game, would there be consideration to reinstate "Seeking Luxuries" sites ever?
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2) Is any consideration going to be given to allow the generation of large(r) profit margins based on careful manipulation of the BGS?
Torval-Archon slave runs used to fetch approximately 11,000cr/t profit before they were ostensibly petitioned for a nerf, but still attract a reasonable profit margin of around 3-5k cr/t, but no such effects can be recreated by manipulation of the BGS. An example of this in action could include inducing Famine in a High Tech system neighbouring an Agricultural system, allowing for the sale of Fruit and Vegetables (normally an item which would attract a profit margin of only a hundred or so credits) for profit margins in excess of 2000cr/t? This would promote careful gameplay to enable creation diverse trading routes.
4) On a related note to Famine, are there ever going to be adjustments to increase the gameplay impact of states such as Famine/Outbreak/Bust etc? For example, economic bust systems generating amounts of cheap goods at very low supply, Outbreaks blocking the sale of human/food goods or changing their legality?
5) A possible unintended effect of trading on a factions influence was recently fixed/minimised (1t trading). Although this change was generally correct in nature, the end result leaves trading as a highly ineffective way of affecting the influence of a faction compared to combat/missions/bounties. Will there be any consideration to rebalance the effect of trading on the BGS?
6) A "recurring forum theme" for whatever that's worth seems to be that late-game credits are a non-issue, with many players having lots of disposable cash and no real mechanism to dispose of it (except powerplay). Would there ever be consideration for a mechanic to "financially support" a minor faction beyond "Charity missions"? Such a mechanism could look like the following:
- For every credit donated to a minor faction, per population, the BGS would tilt 1% in that faction's favour. So increasing a faction's influence by 1% in a population of 15,000 would cost 15k cr, meanwhile boosting a faction's influence by 1% in a population of 100,000,000 would cost 100m credits.
- This mechanic could also be affected by "diminishing returns" i.e in order to boost a factions influence in a 100m pop system from 0%-1% would cost 100m, but boosting it from 50-51% would cost 200m, 74-75% 400m etc.
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Excessive in this case would equate, under todays mechanics, to 31m per hour at a very generous allowance of 700t of goods, 1500cr/t profit, 2 minutes per run (very fast), 700*1500*30 = 31m. Robigo runs easily outstrip this rate, as do other activities
2) Is any consideration going to be given to allow the generation of large(r) profit margins based on careful manipulation of the BGS?
Torval-Archon slave runs used to fetch approximately 11,000cr/t profit before they were ostensibly petitioned for a nerf, but still attract a reasonable profit margin of around 3-5k cr/t, but no such effects can be recreated by manipulation of the BGS. An example of this in action could include inducing Famine in a High Tech system neighbouring an Agricultural system, allowing for the sale of Fruit and Vegetables (normally an item which would attract a profit margin of only a hundred or so credits) for profit margins in excess of 2000cr/t? This would promote careful gameplay to enable creation diverse trading routes.
4) On a related note to Famine, are there ever going to be adjustments to increase the gameplay impact of states such as Famine/Outbreak/Bust etc? For example, economic bust systems generating amounts of cheap goods at very low supply, Outbreaks blocking the sale of human/food goods or changing their legality?
5) A possible unintended effect of trading on a factions influence was recently fixed/minimised (1t trading). Although this change was generally correct in nature, the end result leaves trading as a highly ineffective way of affecting the influence of a faction compared to combat/missions/bounties. Will there be any consideration to rebalance the effect of trading on the BGS?
6) A "recurring forum theme" for whatever that's worth seems to be that late-game credits are a non-issue, with many players having lots of disposable cash and no real mechanism to dispose of it (except powerplay). Would there ever be consideration for a mechanic to "financially support" a minor faction beyond "Charity missions"? Such a mechanism could look like the following:
- For every credit donated to a minor faction, per population, the BGS would tilt 1% in that faction's favour. So increasing a faction's influence by 1% in a population of 15,000 would cost 15k cr, meanwhile boosting a faction's influence by 1% in a population of 100,000,000 would cost 100m credits.
- This mechanic could also be affected by "diminishing returns" i.e in order to boost a factions influence in a 100m pop system from 0%-1% would cost 100m, but boosting it from 50-51% would cost 200m, 74-75% 400m etc.