With the massive credit inflation we've seen over the past few years with the war, it seems like the perfect time to rebalance commodity prices, and maybe fix Piracy in the process.
The problem I've noticed is this: piracy is almost never worth it, because you barely get any more profit than just trading. Why? Because you almost always get an exponential return on investment trading. What do I mean by this?
Well, look at Bauxite, for example. https://inara.cz/elite/commodity/51/
Currently, the minimum buy price is around 500 credits, while the maximum sell price is around 40k. Trading that way, you are making an 8000% return on investment. Why would you ever steal that, when you only get 8100% roi and become a criminal? You're looking at a meagre 1.25% extra income, which probably won't even pay for the bounty.
This is why I'd like to see these commodity prices rebalanced, while the income per trip is retained. For example, let's imagine you just add a flat 100k on both sides of the equation. Now, you buy bauxite for 100.5k, and sell for 140.5k. Same exact income per trip - but your ROI has been reduced from 8000%, down to around 40%. This suddenly makes piracy far more viable, since rather than a 1.25% bonus to your income, you're looking at a 250% bonus to your income! By stealing instead of buying, you are earning a free 100k per ton.
Naturally, this would need to come with some changes to the bounty system, but this could actually be beneficial, too. If criminals who destroyed traders were fined based on the credit value of the destroyed cargo, more expensive cargoes means larger bounties. Blowing up one cutter with a load of bauxite, for example, would give you something like a 100m credit bounty.
The final change I'd like to see is having Hatchbreakers changed to function more like hatchbreaking installations. Which is to say, they eject all their cargo at once, rather than one at a time. A good hatchbreaker could therefore eject a significant amount of cargo BEFORE someone menu logs out, making piracy much more viable. This would give the pirate, say, 10 tons of 120k prices, or 1.2m credits in around 30 seconds to a minute of piracy, which ain't bad! But on the flipside, they'd definitely NOT want to blow someone up, due to the larger bounties for doing so, which in turn gives the trader the confidence to try to run, instead. And, of course, SCO drives now give a much better chance of escape.
What do you think? Overall improvement?
The problem I've noticed is this: piracy is almost never worth it, because you barely get any more profit than just trading. Why? Because you almost always get an exponential return on investment trading. What do I mean by this?
Well, look at Bauxite, for example. https://inara.cz/elite/commodity/51/
Currently, the minimum buy price is around 500 credits, while the maximum sell price is around 40k. Trading that way, you are making an 8000% return on investment. Why would you ever steal that, when you only get 8100% roi and become a criminal? You're looking at a meagre 1.25% extra income, which probably won't even pay for the bounty.
This is why I'd like to see these commodity prices rebalanced, while the income per trip is retained. For example, let's imagine you just add a flat 100k on both sides of the equation. Now, you buy bauxite for 100.5k, and sell for 140.5k. Same exact income per trip - but your ROI has been reduced from 8000%, down to around 40%. This suddenly makes piracy far more viable, since rather than a 1.25% bonus to your income, you're looking at a 250% bonus to your income! By stealing instead of buying, you are earning a free 100k per ton.
Naturally, this would need to come with some changes to the bounty system, but this could actually be beneficial, too. If criminals who destroyed traders were fined based on the credit value of the destroyed cargo, more expensive cargoes means larger bounties. Blowing up one cutter with a load of bauxite, for example, would give you something like a 100m credit bounty.
The final change I'd like to see is having Hatchbreakers changed to function more like hatchbreaking installations. Which is to say, they eject all their cargo at once, rather than one at a time. A good hatchbreaker could therefore eject a significant amount of cargo BEFORE someone menu logs out, making piracy much more viable. This would give the pirate, say, 10 tons of 120k prices, or 1.2m credits in around 30 seconds to a minute of piracy, which ain't bad! But on the flipside, they'd definitely NOT want to blow someone up, due to the larger bounties for doing so, which in turn gives the trader the confidence to try to run, instead. And, of course, SCO drives now give a much better chance of escape.
What do you think? Overall improvement?