Basically x3 in a shared universe is what you seem to want. This would lead to either minimal influence of player activity or galaxy-wide poverty in a few days.
The current 'locked' system allows for dynamic prices (see the area around trade CG) and trade/blockade gameplay that influences who owns what in a system, with individual players making visible dents, while preventibg player groups from completely crashing the econony of entire sectors.
See x:r for an example of how an unstable dynamic economy is.
I don't argue against a "Minimum Supply" and background NPC traffic to provide some positive stability.
They're clearly needed to some extent, but prevent the needed "Wealthy or Poor by location or events" effect - and provide no incentive nor opportunity to the Player to actually work and influence that.
It also prevents "misc. Commodities" to carry any Importance to Gameplay or Faction support, as they're never really needed - nothing depends on them, they're factually irrelevant.
The "dynamic" prices are just the rubber-bands being temporarily extended to the extremes - but will auto-return to their 100% fixed Standard Defaults... and most importantly, will have zero/NIL/ N/A effect even on the Systems the massive Player masses hit to safisfy their needs i.e. during a CG.
After even a huge CG is over, insane profits/trades ran through an entire Sector of Systems... a few days after they leave, everything will be again like
nothing ever happened. Like the events that took place never even existed.
It's actually the polar opposite of "dynamic", it's merely a cheap illusion of it. And very easily spotted as such. It's too obvious.
I'd rather call it "temporarily flexible", that kinda describes it best.
For as long as there's no lasting effect even from massive influx of Trade, we don't have an Economy. Merely the abovementioned illusion which doesn't last long.
Everything I see concerning Trade basically is this : a Utility to create Profits (Credits) and work in terms of Faction Influence/Status
And in effect, that's the reason why :
- even extremely remote Systems don't need nor benefit from Commodities that are >50LY away, not even Foods or Basic Meds (which in this constellation would be Demand Level : Extreme, carry high profits and have a high Influence impact)
- regardless of Population, no System actually needs stuff like Hydrogen Fuel, Clothing or Food. They automatically just "have it", regardless of location.
TL : DR
Kinda does the job on a basic level and we're all used to it.
I just miss all the small trickle-down effects and persistent consequences. You know, "blaze your own Trail".
When I look at a System's Economy all by itself - I just always know there's
nothing I could really ever do for them, no way to supplement, improve or even expand it and no consequences ever arise from it.