Effective trading

G'day ladies and gentlemen,

I have pretty specific question related to trading.

What should provide better results for a faction influence:
1. Selling in-demand goods that gives you ~3.5M cr per run, or
2. Selling most profitable goods giving ~9M cr per run.
 
G'day ladies and gentlemen,

I have pretty specific question related to trading.

What should provide better results for a faction influence:
1. Selling in-demand goods that gives you ~3.5M cr per run, or
2. Selling most profitable goods giving ~9M cr per run.
Paging @goemon ... but the short version is most profitable = better, barring transactional issues.

Personally, demand should have primary significance for influence, and be completely decoupled from profit (which should affect economy only). When i sell 200t of gold to a station, whether i make 1000cr/t profit or 5000cr/t profit should have no effect on the faction purchasing it for the same price in both cases... unfortunately that's not the case.

Sorry, mini rant.

What does matter is the type of commodity. Barring the obvious "food helps famine, medicines help outbreak" situation, selling drugs such as narcotics, beer and tobacco on the open market [1] has a negative effect on security (as well as positive influence and economy), while selling weapons on the open market[1] will have positive effect for security.

[1] emphasis on open market, not on the black market.
 
I've seen reports of testing that (since U13's changes) goods with green (3-bar) demand give 10% more influence than goods without - provided that the amount you're selling isn't enough to zero the demand, and the demand hasn't already been zeroed. Red (1 bar) demand might be 10% less.

The trade has to be both profitable and positive demand to help nowadays, but I'm not sure if the amount of profit per-tonne matters any more.
 
Could you please elaborate about "transactional issues".
So way back when, there was a thing called "1t trading". In short, influence effects were tied to the occurrence of a profitable trade. Profit mattered too, but not as much as the event itself

This meant trading 100t of a good for profit was more effective than trading 1t... but not by much. But trading 1t a hundred times was nearly 100 times more effective.

The same was true of bounty vouchers and conflicts. It was substantially more effective to earn a bond/ bounty from a single kill and hand that in immediately, repeating as often as you'd like, than using the same time to heap up a bunch of kills and hand that in in a single transaction.

Obviously, that got fixed... but there's still a transactional nature to the bgs such that (i believe, goemon could correct) 100 x 1t trades would still be more effective than a single 100t trade, but marginally do, and not worth the effort to do.

Edit: oh yeah, Ian knows good stuff too :)
 
Paging @goemon ... but the short version is most profitable = better

I've seen reports of testing that (since U13's changes) goods with green (3-bar) demand give 10% more influence than goods without - provided that the amount you're selling isn't enough to zero the demand, and the demand hasn't already been zeroed. Red (1 bar) demand might be 10% less.
i have seen no such tests since u13 and not tested myself outside of horizon 3.8., but +/-10% would be minimal compared to the effect of profit.
profit per ton (cpt, credits profit per ton) is not linear, but that would lead to
800 cpt in high demand (green) = 88% of 2000 cpt in normal demand
2000 cpt in low demand = 90% of 2000 cpt in normal demand.
 
(this would also lead to odyssey small pad trading being basically useless. you'd have a hard time to make any visible dent)
 
(i believe, goemon could correct) 100 x 1t trades would still be more effective than a single 100t trade, but marginally do, and not worth the effort to do.
this is gone for good. 1t trading is dead and got fixed. so trading 1t has no effect.
but still trading 3 x 150t batches is more influential than 1x 450t (but not much, roughly 1x 450t is 70% of 3x 150t - and thats only true for identical cpt)
 
Greetings,

It is pretty sinple. If going for an Elite rating in trading then make a billion in profits.
If going with getting allied with all factions in a system then do missions especially
with 5 bars of reputation versus taking the credits.

The bigger profit that you make will get you allied with the controlling faction of a
base but doesn't apply to any other factions. Flying around a lot and using the FSS
then turning them in to a controling faction has often moved me up to friendly.

If changing the BGS state of a system with two factions that are in war with each
other then combat will do this picking a side in a Combat Zone. Well around 2016
this worked but with Frontier updates I haven't tested it in 2022. Bring along some
friends to help.

Will Odyssey on foot help? Awaiting post for players who know...

Regards
 
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Greetings,

It is pretty sinple. If going for an Elite rating in trading then make a billion in profits.
If going with getting allied with all factions in a system then do missions especially
with 5 bars of reputation versus taking the credits.

If changing the BGS state of a system with two factions that are in war with each
other then combat will do this. Well around 2016 this worked but with Frontier
updates I haven tested it in 2022. Bring along some friends to help.

Will Odyssey on foot help? Awaiting post for players who know,,,

Regards
Umm what? My question was about trading and how exactly it affects faction influence. Are you sure things you mentioned here has anything to do with the topic?
 
Umm what? My question was about trading and how exactly it affects faction influence. Are you sure things you mentioned here has anything to do with the topic?
Maybe I missed the point. Sorry. I never actually selected influence for a reward or understood it. Maybe I'll learn something watching this thread.

Regards
 
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Trading for influence is sadly the least effective way to push a faction. Missions are much better, especially if you can stack them. Bounties are so stupidly overpowered that they overshadow everything else.

The BGS is in dire need of rebalancing, but I doubt FDev really cares about that anymore.
 
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