They said they are going to "Tweak" trading to be a little more useful for us. I hope they are going to make it MUCH MORE useful! They certainly didn't mention a complete overhaul or revamp. So all of your suggestions should be realistically possible. Almost all of the trading upgrades will really be UI changes and queries for data. It should not be very hard to do at all.
In the future age of computers we can fly around the galaxy so there is no reason why we should not have the ability to build massive trade databases in game. I know my wish list is huge and 95% of it won't be in there but all of it is completely doable and has been done in other games.
My Wish List
1) A "Trading Computer" similar to when you click on "engineers" or "galaxy map" where it takes you to a UI interface INSIDE YOUR SHIP. This gives us so much to do while we are flying, on the ground etc. This UI would not have "live" data but historical data you've downloaded at your last stop at a dock. If you are docked you would have local live data for the system you are in. This trading UI will have:
a) Graphs / Trends / Historical data
b) A local map or list of nearby systems within 100LY (or more) breaking down the economy, and its faction's states (Famine etc)
c) Ability to granularly delve into each system to get the last known pricing.
d) Ability to PIN commodities and stations to "compare" with others for profit/loss
e) Timestamps of the most recent information - and if docked the ability to purchase updated pricing at nearby stations - available at a cost.
2) Actual trading would continue to be done in the commodity market - the Trading Computer would simply be for research. However the Trading Computer would have the ability to xfer purchase orders and sale orders to the commodity market.
3) All the features you'd find in something like EDDB - Single route finders, Multi Hop finders. All very easily done in a ship based GUI.
4) Galactic or regional "emergency supplies needed" alerts. AKA Trading "hot spots" similar to community goals. These would pay much higher, require specific amounts of goods that will pop up throughout dozens of stations around the galaxy. These hot spots would be listed in the Trading Computer by distance and requirement.
5) Brokerage missions - You put your # of cargo slots, your destination and post a job wanted. The Commodity broker will find a job for you. Example - I'm taking passengers to Lembava but I have 128 Cargo free. There are no missions to take cargo there, there are no profitable products that want to go there. You post 128T of cargo available to haul (Legal or Illegal) to Lembava and wait. A timer is set and there is a random chance someone will spot you going there and require their goods to be xferred for a price. This is a way of "filling up" your ship.
6) Add some crazy difficult to find 2-5% chance of huge home runs. In other words keep these mini gold mines going. People call them exploits but I don't think they are. I believe in a free market you WILL HAVE GOLD RUSHES all around the galaxy that can last months until resources and supply/demand are met. Make an automated shifting of these really interesting runs. Make a unique run to a special faction who want fish and are willing to pay 2000% pricing. But the fish has to be from X planet. Call it a rich person who loves it so much they want to buy 1000 tonnes of it. You could creatively and procedurally write a bunch of easily repeatable stories with these unique runs. IE "Thurston Howell the Third has put out a call to pilots to bring him 1000 ton of Caviar from the shores of Lave Beach - deliver this for his party by tomorrow and you will be rewarded 25M".
n trucking when you are empty or partially empty it is called "deadheadding". Nobody likes to do that. It means you are not making money. We need to go to stations and 95% of the time have some commodity that needs to be moved profitably.
We as traders want the ability to have fun A) Searching for good paying jobs B) Having fun transporting the goods C) Being rewarded for delivering the goods multiple ways. Materials, faction, money.. D) Having a certain amount of risk can make it fun if wanted. This risk should only come in risky systems and outskirts of humanity.
In the future age of computers we can fly around the galaxy so there is no reason why we should not have the ability to build massive trade databases in game. I know my wish list is huge and 95% of it won't be in there but all of it is completely doable and has been done in other games.
My Wish List
1) A "Trading Computer" similar to when you click on "engineers" or "galaxy map" where it takes you to a UI interface INSIDE YOUR SHIP. This gives us so much to do while we are flying, on the ground etc. This UI would not have "live" data but historical data you've downloaded at your last stop at a dock. If you are docked you would have local live data for the system you are in. This trading UI will have:
a) Graphs / Trends / Historical data
b) A local map or list of nearby systems within 100LY (or more) breaking down the economy, and its faction's states (Famine etc)
c) Ability to granularly delve into each system to get the last known pricing.
d) Ability to PIN commodities and stations to "compare" with others for profit/loss
e) Timestamps of the most recent information - and if docked the ability to purchase updated pricing at nearby stations - available at a cost.
2) Actual trading would continue to be done in the commodity market - the Trading Computer would simply be for research. However the Trading Computer would have the ability to xfer purchase orders and sale orders to the commodity market.
3) All the features you'd find in something like EDDB - Single route finders, Multi Hop finders. All very easily done in a ship based GUI.
4) Galactic or regional "emergency supplies needed" alerts. AKA Trading "hot spots" similar to community goals. These would pay much higher, require specific amounts of goods that will pop up throughout dozens of stations around the galaxy. These hot spots would be listed in the Trading Computer by distance and requirement.
5) Brokerage missions - You put your # of cargo slots, your destination and post a job wanted. The Commodity broker will find a job for you. Example - I'm taking passengers to Lembava but I have 128 Cargo free. There are no missions to take cargo there, there are no profitable products that want to go there. You post 128T of cargo available to haul (Legal or Illegal) to Lembava and wait. A timer is set and there is a random chance someone will spot you going there and require their goods to be xferred for a price. This is a way of "filling up" your ship.
6) Add some crazy difficult to find 2-5% chance of huge home runs. In other words keep these mini gold mines going. People call them exploits but I don't think they are. I believe in a free market you WILL HAVE GOLD RUSHES all around the galaxy that can last months until resources and supply/demand are met. Make an automated shifting of these really interesting runs. Make a unique run to a special faction who want fish and are willing to pay 2000% pricing. But the fish has to be from X planet. Call it a rich person who loves it so much they want to buy 1000 tonnes of it. You could creatively and procedurally write a bunch of easily repeatable stories with these unique runs. IE "Thurston Howell the Third has put out a call to pilots to bring him 1000 ton of Caviar from the shores of Lave Beach - deliver this for his party by tomorrow and you will be rewarded 25M".
n trucking when you are empty or partially empty it is called "deadheadding". Nobody likes to do that. It means you are not making money. We need to go to stations and 95% of the time have some commodity that needs to be moved profitably.
We as traders want the ability to have fun A) Searching for good paying jobs B) Having fun transporting the goods C) Being rewarded for delivering the goods multiple ways. Materials, faction, money.. D) Having a certain amount of risk can make it fun if wanted. This risk should only come in risky systems and outskirts of humanity.
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