I get that FDev want to reward the first people to find a lucrative trade route.
The trouble is, after just a few people use that trade route, it becomes actively worse than other options, and punishes players for trying to work together as a team, which I think is a bad thing for a multiplayer game like this. When you've got 5000 players who want to sell, but only 10 of them can actually do so, it's almost not worth having those states existing at all.
To me, the solution to this is to increase the minimum price you'll see at zero demand.
Right now, for example, a system in Boom, Civil Liberty, and Public Holiday will start out buying Painite for 450k, but at zero demand, that drops down to 150k, 50k less than JUST boom/holiday or boom/pirate attack.
I think it would be better if the minimum price were more like 300k, so players still have reason to find these specialized states rather than just selling just about anywhere.
The trouble is, after just a few people use that trade route, it becomes actively worse than other options, and punishes players for trying to work together as a team, which I think is a bad thing for a multiplayer game like this. When you've got 5000 players who want to sell, but only 10 of them can actually do so, it's almost not worth having those states existing at all.
To me, the solution to this is to increase the minimum price you'll see at zero demand.
Right now, for example, a system in Boom, Civil Liberty, and Public Holiday will start out buying Painite for 450k, but at zero demand, that drops down to 150k, 50k less than JUST boom/holiday or boom/pirate attack.
I think it would be better if the minimum price were more like 300k, so players still have reason to find these specialized states rather than just selling just about anywhere.