Rares definitely need a facelift. The idea is neat, it was very cool in 1.0 as it was a well paying
trading mechanics that pushed traders on known routes and waypoints.
Here is what I see :
At the time (1.0), making 2M for a trade loop was a great payout. Now (soon 3.0), it looks like pocket change.
There is a nice opportunity to have rare goods buckyball style delivery missions and having an other activity that
gather traders in known locations (neat for pirates ^^).
trading mechanics that pushed traders on known routes and waypoints.
Here is what I see :
- Base allocation should be 50% higher.
- Allocation should double upon friendly, triple at allied.
- System state should not drop the quantity lower that one time base allocation. (But possibly increase it)
- There should be buckyball race style long distance delivery missions : generate missions to a few specific stations on the rare routes. Record the time used by players to deliver. Then have a reward that depends on your position on the leaderboard.
- There should be illegal rare goods long distance smuggling missions.
- There should be rare traders NPC's to pirate along the classical rare goods trade loops and stations.
- Engineer commodities should be remade into rare like goods that increase in value with distance.
At the time (1.0), making 2M for a trade loop was a great payout. Now (soon 3.0), it looks like pocket change.
There is a nice opportunity to have rare goods buckyball style delivery missions and having an other activity that
gather traders in known locations (neat for pirates ^^).