Cargo and trade

As there's no real demand or need in ED's economy, all the titles are just meaningless words.
It may display "algae" or "gold" or "resonating separators" assigned to a number we consider price, technically it's X and Y and Z and has nothing to do with any values or needs.
So nobody is starving nor need precious metals, it's just called like that.

ED really needs persistency.
Trading is as shallow as the contiuously spawning NPCs for bounty hunters.

My exact thoughts +1
 
so you don't believe that trade is what drives pirates to pirate traders and then traders ask bounty hunters to hunt pirates? you know, it takes a rich person to make a poor person, the difference between the two is what drives emergent and interesting gameplay. If you want everyone to be the same then so be it, but then there will be no game :p

Red herring doesn't work on me, good sir.

Severe profession imbalance isn't the same as appropriate difference in career gain.

Right now Trading is clearly the most profitable/easy thing to do to gain Credits, it doesn't need anymore buffing. Otherwise professions aren't unbalanced anymore, they are outright broken.

I don't know how much you know about me, but I've been pirating pretty much day one since I started playing ED. The supposed triangle of professions do not work, people drop into solo to trade, bounty hunters can't find pirates, pirates can't find traders.

I am Deadly in combat, and Tycoon in trading, I know and experienced all three professions thoroughly due to my involvement with my syndicate and recently, PP.

A concept can go terribly wrong in the face of practical testing, and it's beyond the shadow of a doubt that this triangle is almost non-existent.

What you are proposing is nothing but a sheer request to increase your preferred profession's revenue under the guise of striving for realism, from what it appears as of now.
 
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You're talking in really big words. Fortunately I understand them, and I can tell you that even so, what you just said makes no sense at all. :p Are you drunk? If not, you probably should be. Then it won't matter if you make sense. Also, maybe it'll make you have more fun with the game. ;)

why are you insulting me? what did i do? all i just said was that this isn't my interest to make trading even more profitable, do you want me to rephrase what i just said so you understand easier?
 
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While I'm not going to come down for or against such a change, I would say there's already a certain amount of compression going on, after all one tonne of gold and one tonne of grain are vastly different when it comes to volume (couldn't find a decent one tonne of grain pic, CO2 will have to do instead)
One tonne of gold:
3604566-4x3-940x705.jpg

one tonne of CO2:
OneTonneOfCo2.jpg

Personally I think that instead of changing the haulage amount capability, prices need to be adjusted to better reflect local needs, allowing for reasonable profits across the board for all commodities. So a station without food production capabilities will pay more for grain than one that has a nice earth-like below it. Still, to be real you'll never make as much from grain as you will from precious metals, unless there's a famine (with a corresponding CG that brings said changes)

have fun,
Jintosh
 
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Red herring doesn't work on me, good sir.

Severe profession imbalance isn't the same as appropriate difference in career gain.

Right now Trading is clearly the most profitable/easy thing to do to gain Credits, it doesn't need anymore buffing. Otherwise professions aren't unbalanced anymore, they are outright broken.

I don't know how much you know about me, but I've been pirating pretty much day one since I started playing ED. The supposed triangle of professions do not work, people drop into solo to trade, bounty hunters can't find pirates, pirates can't find traders.

I am Deadly in combat, and Tycoon in trading, I know and experienced all three professions thoroughly due to my involvement with my syndicate and recently, PP.

A concept can go terribly wrong in the face of practical testing, and it's beyond the shadow of a doubt that this triangle is almost non-existent.

What you are proposing is nothing but a sheer request to increase your preferred profession's revenue under the guise of striving for realism, from what it appears as of now.

I 100% agree with you that the triangle is non-existent, because of the ability for traders to just avoid it in the first place, I never said this wasn't true, I just said that this is what is needed but the SOLO vs OPEN is not part of this discussion, that is a whole other can of worms that i'd like to avoid because it's already been beaten to death.
 
I 100% agree with you that the triangle is non-existent, because of the ability for traders to just avoid it in the first place, I never said this wasn't true, I just said that this is what is needed but the SOLO vs OPEN is not part of this discussion, that is a whole other can of worms that i'd like to avoid because it's already been beaten to death.

I agree, the triangle is necessary to ensure the longevity of the game's health. But with the modes being the way they are (Not commenting about it specifically to avoid bringing it into here), it just won't happen regardless of the price/quantity of the commodities (since FD will apply the change universally across all modes).
 
Let's face it, most commodities are eye candy, and only a subset are worth trading. If you're role playing and find the fact you can't transport 500,000 tons of algae immersion breaking use your imagination.

1) In the future food is more nutritious, and one lettuce can feed a family of four for a week
2) In the second half of the century 2900, the human race shrunk by 75%, so we don't need the same mass of food that we used to
3) Cargo boxes in the future have a type of anti-grav built into them that makes the overall content when loaded weigh less. it only works on certain commodities.

Or my personal favorite

4) Pretend that when you're buying 500 tons, you're really buying 500,000 tons.

Sure ED could come up with something complex to keep the OP happy, but I'd prefer they spend their development $ on something else.
 
I feel, delivering essential goods should be required to push Factions into positive states *
Want you faction to grow, feed them, supply them with clothes and domestic appliances

Just as when there are famines and outbreaks, one, in theory, delivers food cartridges and basics medicines to end the state.
Weapons during war time etc etc

Also if certain goods are now being traded, that should trigger the wanted missions.
If everyone is just trading Beryllium, but they also need say Copper to produce what ever the station produces, Power Gennys? , then missions for Copper wanted, should be generated.

You would not need to trade the exact numbers, but just have the missions look at what is in high demand but low or nil player deliveries and create missions for that good.

It is just about it feeling like a living economy, even if we have the NCP super freighters in the background assumed to be supply the billions of people with food and raw materials etc etc.

* Dislciamer I assume they are not but might be wrong
 

Scudmungus

Banned
Truth. Wantin to haul grain an tings on market oder dan metals, slaves, Prog. Cells.

Wantin betta economy. Work de markets. Holdin stock. Floodin to drop prices.

Credit fight! :D
 
I passed 100M Cr yesterday. Its been a slog. Plus I found a 232t 1.3MCr round trip. Imperial slaves and Palladium.
 
The return on investment per ton of Algae and Food Cartiridges is so great, if one could carry massive amounts of them, as the Background bulk traders would do, spreading the cost of transport over each ton so it was mere credit, that is where the Mega corps make their money.
Where we little tramp trades aim for max profit per ton, as we trade in so small quantities
 
What they should've done was reduce the quantities of stuff available. Then instead of filling your cargo hold with 400T of palladium you'd have to mix and match, forcing a trader to look at lower value stuff and plot longer term trade routes to be profitable instead of just bouncing between 2 spots. They could've also introduced cartage contracts so reliable/trusted/reputable traders could get steady business and more cargo. This would've also nullified the need to artificially crimp rare supplies. But instead they let trade get out of control and then had to throw money at the other professions. It's not the first time FD have created stuff in their game and then didn't utilise it (hello factions).<shrug>
 
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