Make goods valuable! Creates more trading choices, rewards mining, provides a reason to pirate npcs
The solution is simple.
Multiply the value (but not the margins) of all cargo by at least 10, and the more expensive items closer to 25. But keep the margins the same (or don't increase them by nearly as much, maybe double them for the highest value goods)
Specifics on resulting profit margins:
Apply the cost changes
Look at what good is now about the cost of what palladium was
Give that the same profit margin palladium usually had
Give palladium roughly 2x the profit margin (at 25x the cost) and scale down until the cheapest item (say, biowaste) has roughly half the profit margin potential of the new "palladium equivalent" good, on average (obviously supply and demand concerns will factor into this)
Thus: Make cargo worth the investment! Instead of having all cargo be incredibly cheap, have those tons of high tech cargo (or whatever) actually cost a bunch of credits! Introduce more range in these higher prices!
The result:
Suddenly, trading in a bigger ship becomes a choice. Smaller ship means more liquidity means you can afford the more expensive higher margin cargo. Right now, that's not even a concern - if you can afford the cargo, you can afford the bigger ship! So make it a choice - do I buy a bigger ship and make my money in bulk, or run a smaller ship to trade higher value items... at the risk of losing all that precious uninsured cargo! Do I buy cheaper goods that are safer, or spend all my cash rolling the dice that I can make this delivery? For any trader that doesn't like these changes, literally the only thing that would be effected, if you choose to ignore the choices it now offers, is the name of the trade good you deal in will change from, say, "palladium" to some other name good, like "agricultural equipment".
Suddenly, piracy becomes attractive. With smaller margins relative to unit price and higher unit prices, even after the hit for selling at a black market a pirate can easily make money, so long as they target traders carrying high value items. Right no, there isn't a single good in the game worth the time (forget the effort and cost) of pirating it. Make that change, and piracy suddenly becomes viable!
With profitable piracy, we could easily raise bounties placed on pirates significantly, which would have knock-off benefits to bounty hunters!
Finally, mining becomes financially worth the time it takes to scoop that junk up.
The solution is simple.
Multiply the value (but not the margins) of all cargo by at least 10, and the more expensive items closer to 25. But keep the margins the same (or don't increase them by nearly as much, maybe double them for the highest value goods)
Specifics on resulting profit margins:
Apply the cost changes
Look at what good is now about the cost of what palladium was
Give that the same profit margin palladium usually had
Give palladium roughly 2x the profit margin (at 25x the cost) and scale down until the cheapest item (say, biowaste) has roughly half the profit margin potential of the new "palladium equivalent" good, on average (obviously supply and demand concerns will factor into this)
Thus: Make cargo worth the investment! Instead of having all cargo be incredibly cheap, have those tons of high tech cargo (or whatever) actually cost a bunch of credits! Introduce more range in these higher prices!
The result:
Suddenly, trading in a bigger ship becomes a choice. Smaller ship means more liquidity means you can afford the more expensive higher margin cargo. Right now, that's not even a concern - if you can afford the cargo, you can afford the bigger ship! So make it a choice - do I buy a bigger ship and make my money in bulk, or run a smaller ship to trade higher value items... at the risk of losing all that precious uninsured cargo! Do I buy cheaper goods that are safer, or spend all my cash rolling the dice that I can make this delivery? For any trader that doesn't like these changes, literally the only thing that would be effected, if you choose to ignore the choices it now offers, is the name of the trade good you deal in will change from, say, "palladium" to some other name good, like "agricultural equipment".
Suddenly, piracy becomes attractive. With smaller margins relative to unit price and higher unit prices, even after the hit for selling at a black market a pirate can easily make money, so long as they target traders carrying high value items. Right no, there isn't a single good in the game worth the time (forget the effort and cost) of pirating it. Make that change, and piracy suddenly becomes viable!
With profitable piracy, we could easily raise bounties placed on pirates significantly, which would have knock-off benefits to bounty hunters!
Finally, mining becomes financially worth the time it takes to scoop that junk up.
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