How bout a player based economy?

I've played other games were we could not only trade/swap rss but also gear like modules or engineered tech (even ships) to other players. What you have done to this point with the game is amazing, especially with the addition of Odyssey! That being said, there is so much more potential with what you have already built even without expansion packs!
Please consider player to player trading of tangible items like credits, tech, and materials.
 
I've played other games were we could not only trade/swap rss but also gear like modules or engineered tech (even ships) to other players. What you have done to this point with the game is amazing, especially with the addition of Odyssey! That being said, there is so much more potential with what you have already built even without expansion packs!
Please consider player to player trading of tangible items like credits, tech, and materials.
Player-to-player transfer of credits (via commodity trades) has been conveniently possible since the Fleet Carrier release - which has of course made trade in commodities themselves a lot more convenient too.

I'd expect materials to end up possible at some point, but probably not immediately - actual modules, probably not, we barely have an adequate interface to get them off the NPCs, but if you can trade materials that's much less necessary.
 
Anyone want to trade? I'll trade you a ride back from Witchhead nebula to the system of your choice (within the bubble).
Player-to-player transfer of credits (via commodity trades) has been conveniently possible since the Fleet Carrier release - which has of course made trade in commodities themselves a lot more convenient too.

I'd expect materials to end up possible at some point, but probably not immediately - actual modules, probably not, we barely have an adequate interface to get them off the NPCs, but if you can trade materials that's much less necessary.
I'd like to see raw mats offered as mission rewards. In that case, your wingmate could also get materials.
 
I think its important to consider terminology here.

A player based economy would not work. The galaxy is too big. If the economy was player based it would die instantly. Not enough players, too big a play area. Also way too big a chance of not being able to get what you want when you want.

However, your text makes it clear what you are talking about, an ability to trade modules or other items between players.

There are pros and cons to this and to my mind the cons outweigh the pros. Seen too many things with MMOs with player trading which leads to think its just terrible.

However, trading of data/materials, with some sort of fixed exchange rate might be ok. So if FD set the prices as it were then it would allow those who enjoy doing certain activities to trade with those who enjoy other types of activities. Considering credit inflation though, those costs would have to be pretty damn high, otherwise it might as well be equal to allowing people to gift stuff to each other.
 
Considering credit inflation though, those costs would have to be pretty damn high, otherwise it might as well be equal to allowing people to gift stuff to each other.
Noting that you can (indirectly) transfer credits to other players already, there's no point in fixing the prices for materials.

If Frontier set the price for a G5 material at 0.5 million credits, but I think it's worth 5 million and you agree, you just give me 4.5 million credits first, and then we trade the material.

Easier to just let people set their own prices.

I'd like to see raw mats offered as mission rewards.
Yes - and a wider variety of manufactured and data, for that matter.
 
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