And I just got a thought, now selling goods at a loss wouldn't result in a influence drop for the CF of departing station, but would it cause influence gain for CF of destination station?
Because CF of destination station bought certain stuff with a cheaper cost.
There's a
lot that doesn't make sense when it comes to the economy... personally I think the whole thing needs a rethink but that's just me.
On a very extreme view, anything which causes a faction to give the player credits should (arguably) cause loss of influence. When there's the Inv/CL/PA combination and people dump thousands of void opals onto the market, that should
totally trash at least the economy, if not the influence of that faction too.
In that context, I've always felt activities like claiming Bounties/Combat Bonds should
hurt the influence of the faction paying out the bounty... and if not, it should be neutral, and choosing to "abandon" the reward should improve the influence of that faction. But I digress... back to the commodity market.
Profit and loss should have absolutely no bearing on the Economic/Influence effects. If a market has demand for 100t of Palladium, and I sell it for 15,000cr/t... it shouldn't matter to the buyer whether I bought that Palladium for 12,000cr/t (for 3k profit) or 18,000cr/t (for 3k loss)... the materials gained and credits lost are the same in both cases for the buyer.
I doubt this would ever happen... but in my opinion the economy should work as follows
Buying goods off the market should be +Economy, +Influence for the controlling faction.
- +Inf effects should scale based on the level of supply, +econ should be based off the cost of the goods.
- E.g Buying Grain (High Supply, low cost) should be +++Inf and +Econ
- E.g Buying Palladium (Low Supply, High Cost) should be +Inf, +++Econ
Selling goods to in-demand stocks should be +Influence, -Economy
- +Inf effects are based on the level of supply, -econ based on the cost of the goods.
- E.g Selling Grain (High Demand, low cost) Should be +++ Inf, -Econ
- E.g Selling Palladium (Low Demand, High Cost) should be +Inf, ---Econ
Selling goods to in-supply or zero-demand stocks should be -Economy, -Influence
- -Inf effects are based on the level of supply, -econ based on the cost of the goods.
- E.g Selling Grain to Agriculture (High Supply, low cost) Should be ---Inf, -Econ
- E.g Selling Palladium to extraction (Low Supply, High Cost) should be +Inf, ---Econ
- Selling to zero/no-demand stocks should be -- Econ, --Inf, regardless
All sales of black markets should be -economy, -influence to the controlling faction (except Anarchy)
- Black markets should be everywhere, and overhauled in a separate suggestion I won't tack on here.
Of course, someone might chime in now and say "But that's not how real economies work!"... to which I respond with "Does it matter if the gameplay suddenly becomes interesting and exciting?"
What a change like this would do is bring Trading inline with all other activities in terms of BGS interactions for the player being an ongoing trade-off between earning credits, and helping the faction. There's already many examples of this:
- Missions: For an assassination, you go for either a 2m credit reward and ++ Inf, or a 200k reward and +++++ Inf
- Missions (again): An economy might be a good source of high-value trade missions which all factions offer, but you explicitly only accept missions from the faction you want to support.
- Bounties: You hand in all bounties for any faction in the system for cash, or you never hand in bounties for the factions you don't want to prop-up
- Black Markets: You could make good credits, but if you don't want to hurt the controlling faction, it's out of the question.
Under the system I suggest above, trading suddenly gets turned on it's head, if your primary effort is supporting a faction rather than motivations of profit.
- The best avenue to support a faction becomes selling high-demand, low-cost items to the market, while purchasing high-supply, high-value items from the same market. This will ensure continual Economic and Influence growth.
- Selling high-value items to in-demand markets will have the same influence effects, but it'll line your pockets faster, but potentially trash the economy. Think of it like an entity over-expending to support it's industries.
- Selling to in-supply markets is essentially undercutting the supplier in that station, hurting their influence and sucking money out of the system. Although this would typically be for a loss... the utopia here is an aggressive campaign against a faction where you sell to in-supply items, and still turn a profit... with turning a profit made somewhat easier if the target item is a low-supply commodity, at the cost of reduced influence impact.
- A further aggressive campaign could involve purchasing low-cost, low-demand items from an "enemy" market, bringing them back to your supported faction's low-cost, high demand market, and purchasing a high-cost, high supply item such as Imperial Slaves, and bringing them back to the enemy market, turning a big profit and having the whole transaction hurt them... but obv you risk getting fined[1]
Suddenly, the markets become complex and interesting, with some logical effects and some actual care and thought needed... not just "DERP GET VOIPALS MAKE FACTION AWESOMERER!!!1!one"
Eh... sorry... essay...
[1] Which may not feel like a risk at the moment, but see my previous point about overhauling black markets.