Let's fix the ED markets once and for all - with proper Stockmarket trading

In my opinion, the Elite Dangerous market system is broken, and the recent change to how mined commodities are priced has made it even worse. One of the main problems is that - unlike reality - real people cannot trade with each other, only with the stations. What has happened is that real people do trade with each other, via a barter system: "I'll drop x tons of A if you'll drop me y tons of B"

It's time it was all fixed.

What I propose is that ED introduce a proper, formal stockmarket system. The electronic stockmarket system is quite simple and very powerful, and will allow anybody - player or NPC - to trade with anyone else. Here's how it works:

Buying:

1. A CMDR docks at a station, and wants to buy commodity X. Instead of a single market with a single supply quantity and price for each commodity, each station faction will have their own market with their own stock and their own price, plus there will be commodities that CMDRs have put up for sale. The purchasing CMDR may simply place a Buy order for n tons of X at a maximum price of y and a maximum duration of z, or the CMDR may specify that he wants to limit his purchases to some subset of the sellers offering X. Why might he want to do this? Because purchasing from a minor faction will increase that faction's influence, and the CMDR may want to support or oppose certain factions.

2. Having placed a Buy order, the order may be filled instantly if one of the entities from which he is willing to purchase has sufficient stock of X on-station. Otherwise, if all the ordered stock is not on-hand, he may be willing to take a partial fulfilment if that is possible, or he may have specified all-or-nothing. In any case, if the order cannot be fulfilled (because the stock is not available, or the offered price is too low), it should persist in the system until it expires, and should be visible to anyone - whether CMDR or NPC - as an order requiring fulfilment, much like a source and return mission, except that the price offered may be below market value, so let the seller beware. If any person or NPC decides that they need the money and have the goods, they can fulfil the order, up to the time at which it expires.

3. If the buyer is not on-station when the order is fulfilled, the goods are held in storage by the station (by the controlling faction) until collected... for a fee, chargeable per ton per day. If the fee goes unpaid for more than a certain time, the goods may be seized as unclaimed and on-sold by the controlling faction, with the profits less brokerage fees and any unpaid storage fees credited to the buyer.

Selling:

A CMDR docks at a station and wants to sell n tons of commodity X, at a minimum price of y per ton. Instead of a single market with a single price, demand and selling price per commodity, each faction will have their own, as will CMDRs, as above. If the CMDR has more X than is required by all the unfulfilled Buy orders for X at that station (for the entities that the CMDR is willing to deal with, or vice versa) at the minimum sale price he has specified, then that CMDR will be unable to sell part or any of his supply of X unless he reduces his price to below the maximum purchase price of the Buy orders... or he may be unable to sell immediately at any price.

If a Sell order cannot be fulfilled immediately, the CMDR may choose to leave his cargo at the station - for a fee per ton per day - until the cargo is sold or the Sell order expires. If sold, the station/controlling faction deducts brokerage fees and storage fees before crediting the CMDR's account. If the Sell order expires, the goods continue to be stored until the storage fees have gone unpaid for a certain amount of time... you get the picture as per an uncollected delayed purchase.

Storage:

Required for this system is the concept of storage. CMDR's or anyone else may store commodities in a station. Each station has a finite amount of storage space, and as that storage space is consumed, the amount charged for storage will increase, and the station's patience with unpaid storage accounts will decrease, thus increasing the rate at which cargoes will be removed from storage.

Order Matching:

This system requires automated order matching. As the broker (the station/controlling faction) is paid a percentage based on the sale price, it is in the broker's interest to maximise the sale price. This is achieved by sorting the Sell orders and Buy orders from high to low, and for each Sell order (starting with the highest value), finding the highest Buy order where the max buy value is greater than the min sell, and applying the max buy price of the next lowest Buy +1 Cr. Some Sell orders may be asking too much, and will go unfulfilled.

Also implicit is the concept on an average max buy or min sell... so in order to meet the order, multiple other orders may be matched, and it may be necessary to Buy over the next lowest Buy's max +1 in order to make the sale with lower Buys, so that the average Buy price of all involved Buys will match the min sell.

This may sound complex to develop... but a mission system already exists, and this could easily tap into that as a 3rd type of mission on top of the existing Passenger and Other mission types. As a professional software developer, I would be quite capable of coding this myself.
 
It's interesting. I'm not sure what is broken exactly tho. I think that part was glossed over.

I think a simpler (and more fun) way to implement exchanges would be a game room module fitted only into Beluga, Orca, and Dolphin ships that allow for a (x) number of Commanders to be invited and to play poker (for example) with whatever commodities or other valuables are determined to be allowed.

For that matter.... maybe those modules could also carry NPC's when not being used by players and generate a cut of NPC activity. Acting as the house, or as part of a system(s) faction entertainment consortium, etc.
 
One of the misunderstandings that seem to permeate online games like this is that simply creating an open market solves all problems. It certainly doesn't, and having played games with open markets done properly and done badly I have seen just how unbalanced things can get without almost constant tweaking and attention by the game makers. Just creating an open marker won't fix everything, and will in fact introduce more problems that need fixing. I think FDEV are doing the right thing in not having an open market.

I also would like to know exactly what problems creating an open market would fix.
 
I think the big problem with all of this is the gap between travel times and market change times.

Travel time from A to B is approximately instant (ten minutes, say), whereas most commodity markets change much more slowly (daily, or less frequently, for significant changes). In the real world this sort of market works (and has explicit futures markets to stabilise it) because longer travel times and (in some cases) seasonality of supply mean that the A to B production and shipping delays can be much longer than the market change rates. Additionally, in Elite Dangerous transport costs are approximately zero, unlike in the real world.

So there aren't many cases where stockpiling goods at a station with a very high sell order in the expectation that the price will improve later makes sense - and I think basically none where stockpiling goods or buy orders at the source station makes sense. Either it has the supply and you buy it, or it doesn't and you trade something else. Waiting e.g. a month with a standing buy order to slowly get a full hold of Palladium as it slowly regenerates ... to then do what with?

You're almost always [1] better just selling what you have for a profit, then going back to fetch more - unless the storage fees were tiny, and you could afford to leave stuff there for a few weeks hoping for a spike in the prices.

I think it would end up being a lot of interface work for something hardly anyone would use - selling at anything other than the current market price means risking losses on inventory for minimal gain, selling to some factions only is of limited use (and would probably require per-station influence levels [2] to divide out the existing market share) and can be done through missions at the moment, and in most cases the margins would be fairly tight.


[1] There's a very specific exception due to how core gems are priced, but you'd have to be really good at predicting future market movements to actually turn a profit from it (and 3.6 has added a lot of extra sources of noise to that market - I actually did this sort of prediction once or twice for friends in 3.5, but probably won't be able to do it again for a while)
[2] Which would have lots of interesting consequences, yes, but would also be an extremely large change to pretty much everything about the existing political simulation. That seems more the sort of thing to build in from the start if they ever do an Elite 5.
 
I have never played Eve. I've heard about it... but I have never even looked at it.

The problems with ED that IMO need fixing are:

1. The pricing of mineable commodities. Right now, if you have less than half the demand, you can sell for full price. If you have more, the sell price is reduced even if your ship wasn't scanned on the way onto the pad. That's an outright cheat on FDev's part... If the ship isn't scanned, how would anyone know how much you have? Realistically, if you have more than the demand you should simply be unable to sell more than is required. No-one would want to buy it from you... unless they're storing it for later on-sale. If they can store stuff, you should be able to do so too. CMDRs shouldn't be treated any differently to anyone else... so if NPCs can store stuff... or create buy or sell orders for others to fulfil (i.e. missions), you should also be able to.

2. CMDRs cannot trade with one-another directly via secure station stockmarkets, because they are effectively anonymous, and apparently completely controlled by the dominant minor faction at the installation. Even if a CMDR wants to buy something that another CMDR has to sell, and the station neither demands nor supplies, they can't because you can't place buy or sell orders. The minor factions can create missions which are buy and sell orders in disguise... so you should also be able to do that.

3. Minor factions' influence is increased by trade. Currently, only the controlling minor faction operates a station's market so any CMDR-initiated buy/sell transaction benefits only the controlling faction... but other factions can trade between themselves. CMDRs should be able to trade with whomever they wish who wants to trade with them. One of the principles of a free market is that everyone has the right to trade or refuse to trade with anyone else as they see fit. This restraint of trade is crippling the non-controlling factions, yet they do not band together to bypass the controlling faction's monopoly? Not realistic, I'm afraid! Realistically, everyone should be able to choose who they trade with - or not trade with. Realistically, you should get better prices - lower sale prices and higher buy prices - from an allied minor faction than a neutral... and a hostile faction should give you lousy prices of they were willing to trade with you at all.

4. When you change ships, your cargo goes with you. Your ships can carry quite a lot... but you can't leave the cargo behind - unlike reality, where you could fill your van with stuff, drive it home, get out and jump onto your motorbike and go for a ride without having to worry about the vanful of stuff and how you're going to fit it on the 'bike. FDev would have us believe that we'd have to sell the stuff first... however if you have an SRV, you know otherwise. Why can't we at least use our own ships for storage if we can't have on-station storage?

So, to enable all this, we need a proper stockmarket where you can create your own buy and sell orders. It needn't be very much more complicated than currently for those who don't care to delve into it's complexity, but for those who are interested in the minutiae of just whom they trade with, they should also be satisfied.

If FDev didn't want the complexity of on-station storage, they should at least allow in-ship storage. That way, a buy or sell order issued by a CMDR could be considered to expire whenever the CMDR undocks a ship carrying any of the goods that are the subject of an unfulfilled sale order, or undocks without leaving a ship or ships with sufficient free cargo capacity to hold the goods that are the subject of a purchase order.

Finally, by separating the transaction from the brokerage, the controlling faction of an installation should not gain a great amount of influence from a big transaction between two other entities, but because they are acting as broker, they should get only a small percentage as commission (even if the CMDRs never see what this percentage actually is) in order to increase their influence, instead of the value of the whole transaction.

Now... how does this fix things?

With transaction orders, the NPC demand for goods becomes a limiting factor in a transaction. The buyers won't buy that which they don't want. Purchase for storage and later on-sale would be factored in. So, only CMDRs should be able to positively alter the demand for a given commodity... by placing their own buy order.

This would mean that FDev would have to come up with rules that govern how much of each commodity each system's ownable real-estate can produce or consume per unit time, based on population, and the controlling faction's type (Corporation/democracy, etc...) and state, plus the system's industries, though they need not be terribly complex. By tracking quantities of actual goods, the game economy would become much more realistic, and prices should reflect supply and demand, and not be as arbitrary as they are now. Transshipment of goods would become measurably important, and it would also be possible to significantly and measurably affect an economy with piracy, whether through goods being stolen or goods being destroyed.

Prices and demand would change in real-time as orders are placed and fulfilled... not only at the moment of an arbitrary tick.

To go even further, to have an Eve-like economy where commodities are consumed to produce value-added goods might be desirable (even if only behind-the-scenes), and would add a great deal of realism, but is not immediately necessary.
 
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I have never played Eve. I've heard about it... but I have never even looked at it.

The problems with ED that IMO need fixing are:

1. The pricing of mineable commodities. Right now, if you have less than half the demand, you can sell for full price. If you have more, the sell price is reduced even if your ship wasn't scanned on the way onto the pad. That's an outright cheat on FDev's part... If the ship isn't scanned, how would anyone know how much you have? Realistically, if you have more than the demand you should simply be unable to sell more than is required. No-one would want to buy it from you... unless they're storing it for later on-sale. If they can store stuff, you should be able to do so too. CMDRs shouldn't be treated any differently to anyone else... so if NPCs can store stuff... or create buy or sell orders for others to fulfil (i.e. missions), you should also be able to.

2. CMDRs cannot trade with one-another directly via secure station stockmarkets, because they are effectively anonymous, and apparently completely controlled by the dominant minor faction at the installation. Even if a CMDR wants to buy something that another CMDR has to sell, and the station neither demands nor supplies, they can't because you can't place buy or sell orders. The minor factions can create missions which are buy and sell orders in disguise... so you should also be able to do that.

3. Minor factions' influence is increased by trade. Currently, only the controlling minor faction operates a station's market so any CMDR-initiated buy/sell transaction benefits only the controlling faction... but other factions can trade between themselves. CMDRs should be able to trade with whomever they wish who wants to trade with them. One of the principles of a free market is that everyone has the right to trade or refuse to trade with anyone else as they see fit. This restraint of trade is crippling the non-controlling factions, yet they do not band together to bypass the controlling faction's monopoly? Not realistic, I'm afraid! Realistically, everyone should be able to choose who they trade with - or not trade with. Realistically, you should get better prices - lower sale prices and higher buy prices - from an allied minor faction than a neutral... and a hostile faction should give you lousy prices of they were willing to trade with you at all.

4. When you change ships, your cargo goes with you. Your ships can carry quite a lot... but you can't leave the cargo behind - unlike reality, where you could fill your van with stuff, drive it home, get out and jump onto your motorbike and go for a ride without having to worry about the vanful of stuff and how you're going to fit it on the 'bike. FDev would have us believe that we'd have to sell the stuff first... however if you have an SRV, you know otherwise. Why can't we at least use our own ships for storage if we can't have on-station storage?

So, to enable all this, we need a proper stockmarket where you can create your own buy and sell orders. It needn't be very much more complicated than currently for those who don't care to delve into it's complexity, but for those who are interested in the minutiae of just whom they trade with, they should also be satisfied.

If FDev didn't want the complexity of on-station storage, they should at least allow in-ship storage. That way, a buy or sell order issued by a CMDR could be considered to expire whenever the CMDR undocks a ship carrying any of the goods that are the subject of an unfulfilled sale order, or undocks without leaving a ship or ships with sufficient free cargo capacity to hold the goods that are the subject of a purchase order.

Finally, by separating the transaction from the brokerage, the controlling faction of an installation should not gain a great amount of influence from a big transaction between two other entities, but because they are acting as broker, they should get only a small percentage as commission (even if the CMDRs never see what this percentage actually is) in order to increase their influence, instead of the value of the whole transaction.

Now... how does this fix things?

With transaction orders, the NPC demand for goods becomes a limiting factor in a transaction. The buyers won't buy that which they don't want. Purchase for storage and later on-sale would be factored in. So, only CMDRs should be able to positively alter the demand for a given commodity... by placing their own buy order.

This would mean that FDev would have to come up with rules that govern how much of each commodity each system's ownable real-estate can produce or consume per unit time, based on population, and the controlling faction's type (Corporation/democracy, etc...) and state, plus the system's industries, though they need not be terribly complex. By tracking quantities of actual goods, the game economy would become much more realistic, and prices should reflect supply and demand, and not be as arbitrary as they are now. Transshipment of goods would become measurably important, and it would also be possible to significantly and measurably affect an economy with piracy, whether through goods being stolen or goods being destroyed.

Prices and demand would change in real-time as orders are placed and fulfilled... not only at the moment of an arbitrary tick.

To go even further, to have an Eve-like economy where commodities are consumed to produce value-added goods might be desirable (even if only behind-the-scenes), and would add a great deal of realism, but is not immediately necessary.
There's a lot of logical disconnect throughout, but let's just focus on how you think trading items between commanders in a station will "fix" the game. It's like there's an unexplained step in there that's supposed to make this "work" and be worthwhile or effective that isn't really connected to the input or the outcome.

Also the whole point about using our ships for storage while in an SRV is pure nonsense, it's a ridiculous comparison.
 
There's a lot of logical disconnect throughout, but let's just focus on how you think trading items between commanders in a station will "fix" the game. It's like there's an unexplained step in there that's supposed to make this "work" and be worthwhile or effective that isn't really connected to the input or the outcome.

It's the famous "Invisible Hand" of the free market.

:D S
 
There's a lot of logical disconnect throughout, but let's just focus on how you think trading items between commanders in a station will "fix" the game. It's like there's an unexplained step in there that's supposed to make this "work" and be worthwhile or effective that isn't really connected to the input or the outcome.

Also the whole point about using our ships for storage while in an SRV is pure nonsense, it's a ridiculous comparison.

Part of the problem with this game is the disconnect between the background simulation and player actions - players don't feel that they are of any importance, or could ever be. The whole thing seems "sterile" to me... I can't interact meaningfully with anyone other than another human, and unless you're in an active squadron, that interaction is likely one player trying to kill the other just... because...

By introducing player-generated supply missions - aka buy orders - players can interact easily in a way that doesn't involve shooting or piracy or dropping goods to one-another in deep space by way of barter. This isn't a complete solution, but it's a start.

As for SRVs, they can only carry 2 tons of cargo. Your ship may be able to carry - and may well be carrying - hundreds of tons. Even if empty, many surface salvage missions require collecting more than 2 tons of cargo. If you couldn't switch to your SRV because your ship's cargo won't fit on-board the SRV, those missions wouldn't work. The fact that you can switch to another vehicle and leave your cargo behind - or transfer cargo - proves that it should be readily possible to do the same when switching ships, with minimal extra coding given that the transfer form already exists. The fact that when I try to switch from my fully loaded 700t capacity cargo cutter to my 8t capacity combat corvette, the game whinges at me that my corvette doesn't have enough cargo capacity is utterly ridiculous. I don't want to transfer all of that cargo... leave it all on the cutter, and let me go out in my corvette with whatever I left in its hold - or let me transfer the important few tons and leave the rest, just like we do with SRVs.

If there's some artificial in-game excuse like there's a regulation against leaving a ship unattended in storage with a cargo on board, there's a use for the extra NPC pilot slots... Leave an NPC pilot on board the stocked ship as a watch crew!

In developer terms... FDev made an (IMO junior-level-developer) error by associating cargo directly to a CMDR, instead of associating a cargo to a ship and a ship to a CMDR. It's a case of incorrect normalisation of data container objects.
 
Part of the problem with this game is the disconnect between the background simulation and player actions - players don't feel that they are of any importance, or could ever be. The whole thing seems "sterile" to me... I can't interact meaningfully with anyone other than another human, and unless you're in an active squadron, that interaction is likely one player trying to kill the other just... because...

By introducing player-generated supply missions - aka buy orders - players can interact easily in a way that doesn't involve shooting or piracy or dropping goods to one-another in deep space by way of barter. This isn't a complete solution, but it's a start.

As for SRVs, they can only carry 2 tons of cargo. Your ship may be able to carry - and may well be carrying - hundreds of tons. Even if empty, many surface salvage missions require collecting more than 2 tons of cargo. If you couldn't switch to your SRV because your ship's cargo won't fit on-board the SRV, those missions wouldn't work. The fact that you can switch to another vehicle and leave your cargo behind - or transfer cargo - proves that it should be readily possible to do the same when switching ships, with minimal extra coding given that the transfer form already exists. The fact that when I try to switch from my fully loaded 700t capacity cargo cutter to my 8t capacity combat corvette, the game whinges at me that my corvette doesn't have enough cargo capacity is utterly ridiculous. I don't want to transfer all of that cargo... leave it all on the cutter, and let me go out in my corvette with whatever I left in its hold - or let me transfer the important few tons and leave the rest, just like we do with SRVs.

If there's some artificial in-game excuse like there's a regulation against leaving a ship unattended in storage with a cargo on board, there's a use for the extra NPC pilot slots... Leave an NPC pilot on board the stocked ship as a watch crew!

In developer terms... FDev made an (IMO junior-level-developer) error by associating cargo directly to a CMDR, instead of associating a cargo to a ship and a ship to a CMDR. It's a case of incorrect normalisation of data container objects.
Oh look. A puny human, looking up and wondering, if they will ever be of any importance within this Galaxy.
 
1. The pricing of mineable commodities. [...] Realistically, if you have more than the demand you should simply be unable to sell more than is required.
I agree, but because the demand for so many of these goods is so low, and regenerates so slowly, that would have been even less popular than what they actually did! At least you can still sell them at a reduced price now, rather than having a bunch of gems where the next one (1) will be demanded by the market in 3 days time.

3. Minor factions' influence is increased by trade. Currently, only the controlling minor faction operates a station's market so any CMDR-initiated buy/sell transaction benefits only the controlling faction... but other factions can trade between themselves. CMDRs should be able to trade with whomever they wish who wants to trade with them. One of the principles of a free market is that everyone has the right to trade or refuse to trade with anyone else as they see fit. This restraint of trade is crippling the non-controlling factions, yet they do not band together to bypass the controlling faction's monopoly?
There are lots of places on Earth where the local government has at a minimum a monopoly on inspections, permits and taxes for import and export, and yet the local corporations, medieval re-enactors, paramilitary terrorists and hippies have not united to overthrow them. For more than one reason :)

I'd certainly like per-faction markets at the stations, since it would make their BGS states more relevant, but there's a lot of other things which would also need changing for it to make sense (per-station influence levels and maybe even states is the most major) that are perhaps trickier to manage.

4. When you change ships, your cargo goes with you. Your ships can carry quite a lot... but you can't leave the cargo behind - unlike reality, where you could fill your van with stuff, drive it home, get out and jump onto your motorbike and go for a ride without having to worry about the vanful of stuff and how you're going to fit it on the 'bike. FDev would have us believe that we'd have to sell the stuff first... however if you have an SRV, you know otherwise. Why can't we at least use our own ships for storage if we can't have on-station storage?
Using ships for storage would have the slightly bizarre exploit that you could fly between two stations with no cargo (so safe from piracy), and use ship transfer of cheap freighters to move the cargo around for rather less than you're being paid. So on-station storage would be much simpler if they wanted to go that way.

So, to enable all this, we need a proper stockmarket where you can create your own buy and sell orders. It needn't be very much more complicated than currently for those who don't care to delve into it's complexity, but for those who are interested in the minutiae of just whom they trade with, they should also be satisfied.
Separate markets per faction, with the summary market just showing you the best price for any faction, would be much simpler than messing with formal buy/sell orders. If you want to buy/sell later, then sure, have storage and maybe even the ability to sell goods from it remotely, but you have to actually be logged in and playing the game to make the transaction.

This would mean that FDev would have to come up with rules that govern how much of each commodity each system's ownable real-estate can produce or consume per unit time, based on population, and the controlling faction's type (Corporation/democracy, etc...) and state, plus the system's industries, though they need not be terribly complex.
...
Prices and demand would change in real-time as orders are placed and fulfilled... not only at the moment of an arbitrary tick.
Come up with? These rules already exist. A station - depending on "specialisation" - will place purchase orders for a maximum of between 4 and 18 tonnes of Beryllium per economic unit (assuming no Beryllium-liking or -disliking BGS states apply), and will regenerate fulfilled orders at a rate of approximately 10% of the maximum per day. Different numbers and state effects apply to different goods and to the supply and demand of the same good, and so on. Pricing is updated in approximate real-time (every ten minutes, which is good enough) based on sale and purchase, and every station has a unique supply/demand profile. (The number of economic units a station has is loosely related to the system population, but there are other factors involved)

Here's an example of the price of Non-Lethal Weapons varying as demand is partly met by sales and then gradually recovers.
...and the same with a slightly wider time window so you can see a temporary spike in demand caused by wider political factors (the system defending itself from a Pirate Attack)

If you didn't notice this before ... the main reason is that the quantities supplied and demanded are for almost all goods huge relative to the number of pilots hauling them ... and the secondary reason is that those graphs aren't in game and aren't in the most well-known third-party tools either because the data storage required is substantial.

The first step to making it more prominent would be to substantially reduce both the caps and the regeneration rates for most goods: based on the response to the Void Opals thing, this would involve at least some short-term whining from the players as their brain-substitute websites stopped working as expected.

By introducing player-generated supply missions - aka buy orders - players can interact easily in a way that doesn't involve shooting or piracy or dropping goods to one-another in deep space by way of barter. This isn't a complete solution, but it's a start.
Okay, but this still seems backwards in terms of what it's for. If I want some Indium, why would I set up a buy order and hope a player came along to fulfil it rather than hopping over to the nearest Refinery and buying my own? What am I going to do with that Indium other than sell it to a nearby Industrial anyway?

If there was something players could do with Indium, and that might require more Indium than one player could easily or quickly collect alone, then sure. But that needs to be there first or what's the point?

In developer terms... FDev made an (IMO junior-level-developer) error by associating cargo directly to a CMDR, instead of associating a cargo to a ship and a ship to a CMDR. It's a case of incorrect normalisation of data container objects.
Rubbish. The reason you can't do this to date is that Frontier don't want you to be able to stockpile cargo (and haven't yet heard arguments in favour of doing it that they agree with), not because there's an "incorrect normalisation of data container objects" that makes it technically impossible for them to do it without a massive rewrite.

Cargo can be attached to the ship in the data structures (which would make a lot of things they have implemented way easier, like piracy) without them having to implement a way to store it on a stored ship.
 
Using ships for storage would have the slightly bizarre exploit that you could fly between two stations with no cargo (so safe from piracy), and use ship transfer of cheap freighters to move the cargo around for rather less than you're being paid. So on-station storage would be much simpler if they wanted to go that way.

Good point. The whole point of the game is that you need to take the risk to ship a cargo. So... you should be able to transfer an empty ship at the normal price, but the rates should go way up if you have any cargo in it (insurance and profit-sharing y'know) to the point where it won't be profitable even if you're doing a mission about that cargo... or just not be possible if the ship has a cargo. However, being able to ship yourself to a place where you have a ship in storage should also be possible.
 
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