Enhanced Space Trucking: Exotics and Collectors Goods

Rares are great, but there is a lot more that can be done with the idea of goods that are different than normal commodities. Here are the two most interesting twists on the idea I have come up with, both with quite a bit of gameplay potential.

Exotics are sort of like rares...but on steroids. These items can be acquired at quantity, but they will be hard to get to (like rares, although they may be available from several places) and will only be purchased by stations interested in the type of exotic.

Most importantly, exotics don't need to be bought. Many of the most valuable exotics will come from undiscovered systems where you find interesting and unique lifeforms - scanning the planet that is the source of the exotic gives you the option to fill your hold with it. (Some specialized equipment may be required for some exotics)

The supply of exotics is effectively unlimited... but the demand is not, which is where things start to get very interesting. Many stations will desire these exotics, but they may be far apart, and they will only ever desire so many. Life forms may be analyzed at specific high tech research stations, rare crystalline structures at specific industrials. Once the demand at a given station is met, it is met forever - players must discover a new exotic, or deliver to their remaining supply further afield where the researches or collectors or enthusiasts have not yet had their fill.

This is the rare trade good of the explorer - a trader, sure, but primarily a wanderer, hoping to discover something of value and then a buyer willing to pay for it, tossing the dice and traveling across the galaxy looking for the perfect score.

The second type of trade good I would propose is sort of an inverse rare. Some of the current rare's would make more sense as a Collectors Item. Collectors Items may available in practically unlimited quantity but only from specific places (although a ton of two of supply could spontaneously appear at other stations just to spice things up as people decide to hawk their items). Feel free to load up your entire type 9 with these valuable items. But demand for collectors goods are exceptionally low - a wealthy system with a huge population might be willing to be only three tons, and it might take weeks for that demand to return after someone makes a sale there. Working a collectors good route is about trucking to the places that aren't as popular, touring around the galaxy like a door to door salesman, moving from town to town... or rather station to station, unloading a few items at each stop.
 
I really like the idea of the explorer's rare. As the ones closer to "civilized" space get discovered, people have to go farther and farther out to find new ones. I think coupled with this are needed other parts of the galaxy that are also "civilized" with stations. Perhaps some solo ones scatted, or small groups of systems farther out.

Inverse rares sound interesting. There needs to be more than just one close jump to the next, rinse and repeat. Some sort of rarey items that allow you to go a distance to make the trade, but where you can do it in a type 6, 7 or 9. Rares right now are only something one does when they are beginning, once you get to a type 6, it's not worth it as the supply is too low. So something less profitable, with more volume that still isn't regular trading would be a welcome feature by traders. I miss the sensation of rare trading, where I'm going somewhere. Trucking should feel like you're "on the road"
 
So exotics are not bought, but aquired? I quite like that. Could include things like extremely rare compounds and gases that you can find through mining.

I think that focus should be placed on ordinary trading too though. I think with all these rares and specials and exotics, ordinary trading risks being set aside. Trading in normal goods right now is really simple and really boring.
 
So exotics are not bought, but aquired? I quite like that. Could include things like extremely rare compounds and gases that you can find through mining.

I think that focus should be placed on ordinary trading too though. I think with all these rares and specials and exotics, ordinary trading risks being set aside. Trading in normal goods right now is really simple and really boring.

I kind of feels like that because you lose the feeling of going somewhere, going a few jumps. Frankly, it's missing what makes Euro Truck Simulator fun. You wouldn't think that game is fun, but it is.
 
"Normal" commodity trading right now is kind of boring and lacks some of the bits that make games like Eurotruck simulator fun. If I want to see more in the way of "regular" commodity trading, I'd like to see it through generated missions - especially generated missions that roam a bit further afield than right next door, and more variable commodity markets and prices. Right now there's a limited amount of "worthwhile" goods to trade, and it's only really worthwhile if the stations are within one jump, since there's never enough price difference to justify ranging further afield.

Once normal trading's supply and demand is working again, and they fix the "background sim", I think it needs to have prices and conditions that are a lot more variable so players can still check out commodity markets and find good deals.

This actually synergizes well with the Collector's Goods mentioned above - Collector's Goods allow players to hit many stations while still making a bit of money at each. If they wish, they can use that as an opportunity to find good deals between various stations. And those deals can be quite good, so long as supply and demand are working and they don't end up lasting forever.

But the problems with normal commodity trading aren't caused by more alternatives, merely revealed. If alternatives are more fun, then people should have the option to do the alternatives until regular commodity trading is up to par.
 
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Rare goods that are moderately priced should still be available and saleable all the time though. For example, a rare bit of ore for miners is always in demand and yields a tonne (so we don't have bins half filled with something that we may never see again) but it's only rare for miners to find it. Maybe a diamond or two that will sell for a nice little profit, spit out from the last load that went in the refinery.
 
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