I recently coached a new player in the game, and we did a lot of "starter" activities together.
I was quite shocked on how bad rare goods trade runs compare to other activities. At launch it was a staple for small/medium traders,
with profits in the 2M/h (yeah, I know it sounds small, but it was the best paying trade activity in an ASP or T6... and combat was really
paying dirt, with bounties like 10K credits).
Rare goods could really use some love at the moment. Here are a few ideas I could come up with :
In terms of internal game logic, Ngadandri Fire Opals should have value akin to Void Opals. Just sayin.
Do you think rare goods are in a good place or that they need some love ? If so, what ?
I was quite shocked on how bad rare goods trade runs compare to other activities. At launch it was a staple for small/medium traders,
with profits in the 2M/h (yeah, I know it sounds small, but it was the best paying trade activity in an ASP or T6... and combat was really
paying dirt, with bounties like 10K credits).
Rare goods could really use some love at the moment. Here are a few ideas I could come up with :
- Boom state already increase supply. Investment should increase it even more.
- Sell price with distance should cap higher, with a doubling of profit margins.
- Systems in boom state or investment should increase the sale price (+50% and +100%). As should selling in station with the tourism economy type (additional +50%).
- There should be race against the clock rare good delivery missions where the payout is increased/decreased w.r.t to a timer to complete it. These missions could be between well known legs of the rare routes and the timer could be set to the average time used by the players.
- There should be juicy rare traders NPC's for pirate to enjoy.
- Rare medicine goods should sell for +100% in system with outbreaks.
In terms of internal game logic, Ngadandri Fire Opals should have value akin to Void Opals. Just sayin.
Do you think rare goods are in a good place or that they need some love ? If so, what ?
Last edited: