Not sure how an unlimited-price bar market would work out.
One analogy is the player-driven tritium market in Colonia. But there are some significant differences. Tritium can be mined for free in small quantities, but is only available in bulk from the Bubble. There's a fixed base cost for that, plus a fixed base shipping cost for delivery to Colonia, giving a minimum break-even slightly above 80k/t. Anything above that is the seller's profit margin, and a consensus has emerged: it's noticeable that buy-orders for 100k/t or less stay up for weeks, whereas 150k/t orders are filled within hours.
But now we have a huge number of materials, all obtainable for free but in small quantities, not constantly consumed like fuel is, with different drop-rates, different demand-rates for engineer unlocks and mods (and different unlocks for the Bubble and Colonia) - it's a complete mess.
How can players ever get a grip on that, when so many are failing even to understand the much simpler tritium market?
One analogy is the player-driven tritium market in Colonia. But there are some significant differences. Tritium can be mined for free in small quantities, but is only available in bulk from the Bubble. There's a fixed base cost for that, plus a fixed base shipping cost for delivery to Colonia, giving a minimum break-even slightly above 80k/t. Anything above that is the seller's profit margin, and a consensus has emerged: it's noticeable that buy-orders for 100k/t or less stay up for weeks, whereas 150k/t orders are filled within hours.
But now we have a huge number of materials, all obtainable for free but in small quantities, not constantly consumed like fuel is, with different drop-rates, different demand-rates for engineer unlocks and mods (and different unlocks for the Bubble and Colonia) - it's a complete mess.
How can players ever get a grip on that, when so many are failing even to understand the much simpler tritium market?