The OPs suggestions would probably make trading more interesting. But they'll never happen.
Ideally, we'd see persistent NPCs filling trade routes, leaving low profit margins. Until pirated. Then we'd see dynamic market response and an increased profit potential. This would tie in to the OPs combat goods idea. But we don't have persistent NPC traders, and we don't have dynamic markets.
Before 1.3 i was a bounty hunter. I'm not a beta tester. I accumulated 199million in bounty credits. I had tested trading during my progression to an FDL a little (40 mil worth) in various ships (cobra, asp, T7). Once i hit around 199 mil in bounty credits, I sold everything and got an anaconda. I then went trading, so no, i'm not looking to take advantage and then keep everyone else from doing so as well - i progressed to an anaconda through bounty credits. My two station route nets me 2700cr/ton round trip with 1 intermediate jump. 1.3 dropped and i continued my route. Did my ship layout or relative safety change at all ? No. The pirate interdictions are a joke and anyone who is using it to justify that FD is making trade risky is lying. I have an anaconda, not some ship that doesn't have hardpoints, why would a single eagle try to pirate me? Why would a single viper or cobra or even sidewinder? That's the kind of risk you face in 1.3 as a trader. Shiver me timbers.
If you want this new behavior/mechanic to add risk to traders then it needs to be a bit intelligent and scale to the player's ship and skill rating. I should be getting attacked by pirate wings, not single ships that have no hope _at_all_ of ever getting my loot. Also, they wait _way_ too long before interdicting, i purposely slow down so they do it otherwise i'm usually out of that system or out of SC before they make their futile attempt to have my gold.
I want to see a shift from space trucker to space courier.. Independent , special purpose transports that get paid for special one off deliveries or deliveries through dangerous territories or even illegal at destination or intermediate areas. I want to see the commodity screen be something you only care to look at when working with systems in a state of war (this would upset existing trade agreements and open the door to opportunistic trading). The idea is not that profit is being reduced to balance things, it's that predictability is being removed and risk is added to balance trade profit.
Well, we are ALL happy that you have an Anaconda. I have a Lakon Type-6. I am here to tell you that trading in a Type 6 has become much more difficult since the drop of 1.3. I have been killed four times since the 1.3 drop. 2x by NPCs and two times by player WINGS (A pair of Fer-De-Lances to kill a Type 6. Really guys? But the universe is full of bullies). No, I -wasn't- asleep when it happened either. The first NPC that killed me was, funny enough, flying an Anaconda. I submitted planning to do the 3x boost and SC, he had me dead before my second boost was done. So the next interdiction by NPCs I attempted to evade but could not because of the poor maneuverability of the Type-6. He killed me before I had even stopped spinning and I have no idea what he was flying. Both of the bullies (errr, PvPers) that killed me basically interdicted me, dropped my shields with the first shot and blew me up with the second salvo. With the new 1.3 drop it seems that the merchant players will have to retreat to solo/group mode and leave open play to all the bullies. Except for the merchants that have obtained their Anaconda already that is, those guys are safe. Your proposal as it stands would kill trading and destroy the reason that the Type 9 was even created. Your vision would even eliminate any need at all for the commodity screen, as the systems at war would only need to have a "trade" screen that listed what they were paying more for. The combat zones fixed the combat zerg pilots money problem. Why do you want to make it impossible for anyone else to get to an Anaconda? That is what would happen if your system were implemented. But, I -could- go along with YOUR system so long as FD sent me a check for $75.00 USD AND reset everyone to a Sidewinder and 1000 CR. After all, we wouldn't want YOU to benefit from all of that money that was too easy to earn.
The high-lvl trading income is insanely disproportionate to the almost absent risk: the income increases as you progress but the risk does not. Most traders wont admit it because they dont want to say they're basically playing Truck Simulator in space, but most of us know it is true. Add solo mode and 3rd party apps and you;ve got the most profitable yet most boring way to play ED. If people want to do that, fine. It is super boring to me so I'd rather do something else. Just remember being almost harmless in a conda may not end as well as you'd thought all that time you were grinding your eyes out...
OP touched a nerve, looks like. Right now trading is a matter of searching for a route on Thrudd's or EDDB, putting Netflix on your phone/tablet/second monitor, and then spacing out for a few hours while you run the same three or four commodities between the same two stations for as long as you can before you go space-mad. If you get interdicted, just submit and boost away, no muss and/or fuss. The fact that this is the best income in the game is absolutely criminal.
I'd definitely like to see longer-range hauling missions with larger payloads, once you have a T6 or above there's just no point in even looking at the board anymore. Why does everybody only ever need 2-7 tons moved one jump over?
Exactly the point I made in my thread, https://forums.frontier.co.uk/showthread.php?t=157425.
Because for me, they have simply not finished the core of the game yet, and they need to get it done.
We should have Multi-drop trading missions, Wing missions (including trade with escort missions), people passengers for the Orca, exploration needs an overhaul (I just popped out for 10,000 ly's to go sight seeing, what a joke), Tracking bounty missions, where you have to go to other stations to get info, check the stations ship data base see if your ship has been there...
Power play is not finished and completely unbalance (definitely) and implemented wrong, IMO.
Now they are doing CQC and still the main core of the game is still so barren and they wonder why people get upset.
well, they tried to rework the bounty missions, so maybe they are working on an overhaul for the others too?
Hauling missions that scale up with your Trader rank for example?
There are missions like that already. I've seen missions that require entrepreneur rank or elite. I'm sure there's more, I just wasn't paying attention. The pay wasn't great considering, but it was a cheap good, gold or paladium will be a lot higher.well, they tried to rework the bounty missions, so maybe they are working on an overhaul for the others too?
Hauling missions that scale up with your Trader rank for example?
There are missions like that already. I've seen missions that require entrepreneur rank or elite. I'm sure there's more, I just wasn't paying attention. The pay wasn't great considering, but it was a cheap good, gold or paladium will be a lot higher.
Smuggler missions also require a trade rank of a certain level.
Fair enough, I haven't taken enough to notice anything off. I just know I saw a few, I didn't know they paid very little.sure they are there, but as far as i know they are not scaling.
most of what i have seen require to transport like 1-4t of X and receive around 10-50k for it.
before they fixed trading you could make 20 mil an hour
now it's like 11 or something
Additionally it is a pure corea grind so boring AF, fighting forces you to actively do something so you don't fall asleep.
before they fixed trading you could make 20 mil an hour
now it's like 11 or something
And it's complete like this that gets all the ignorant wannabee hot shot space pilots up in arms. It has never been 20mil and hour and certainly is no where near 11 even now. 4-5 is the average in a top tier ship, maybe 6 or 7 if you're very lucky but that certainly won't be the norm.