My opinion on how to fix trading

I was talking to others today in the Galactic Academy discord about trading, and i thought about how to make a market dynamic, fluid, while creating a sense of supply and demand.

How do we make a market dynamic and fluid?

I know the term "crafting" gets thrown around a lot here, but most of these things are already in the game. Unlike actual crafting, they arent crafted, they are just generated. My proposal is we take these commodities and have them crafted by the station to make a product that is then exported to another station for more crafting or consumption, crafting and consumption both have the same output.

Crafting and consumption will be "destroy" the host product to produce something else. Whether an industrial station is crafting palladium into superconductors or an agricultural station is consuming atmospheric processors to boost fish productions. This gives a real sense of what we already have, selling a commodity high in supply to something high in demand, it is different because said commodity is actually being destroyed and created, not just... there.. This also means that after an amount of time, the more material you feed into a station the less it will want it over a production time to create items, and the more the station makes, the less they will sell them for after a while.

This also eliminates the boring 2 station route and mindless trading because you actually have to be mindful of resources you are distributing to a station, too much platinum and the demand sinks, but the superconductors will be in plentiful amounts (this of course is just theory, and creating balance would mean multiple resources being consumed to create a product). In tern, carrying superconductors to a high tech to make machines to carry to an agricultural station to boost food production, which in turn, you take to a station that is in a state of famine.

To compensate from market depletion, NPC's will also generate a flow chain on their own while in the system, a refinery next to an extraction will more than often times generate npc's selling metals to that station, and deviate from dumping into a demand source thats in high supply until consumed, in which NPC's will also depart the station with that product commodity for exportation.

All this increases a healthy game style for traders as it's mindlessly boring at the moment. A fluid system makes things easy and simple, while dynamically keeping people from 2 station routes and keeping things fresh, supply and demand is also dynamic as are prices, ensuring people have to pay attention every now and again.

This also is great for miners, as they are directly exporting to a system, if they can export so a system that's high in demand and consumes those resources the most (say an industrial / high tech consumes gold to produce multiple products, then that resource would drain their fastest, and also be in highest demand) then the miner would not only go straight for whatever is simply the highest paying wherever, but change based on nearby market demand, so miners arent just looking for 1 type of ring. ice rings can be mined for water to use in atmospheric processors and given to famine systems too, though some agricultural systems also produce water, but some consume, which keeps things fresh.

Another scenario would prison colonies consume non lethal weapons and inner mobs would require battle weapons to put the system in a war, meaning you control the stations influence directly! not just selling anything at a loss, there would be more effective methods.

For server load, have the transaction server do a check for player visited systems in the last hour, if yes, check market supply and demand, and depending on what economy, have it convert / consume materials and produce what it's supposed to produce, and adjust price accordingly. If an hour is too much, try a day. ensuring the check is only for buffered stations (player has touched the system) then that lessens the server load of checking each station by a lot.
 
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In a roundabout way all that is already in the BGS.
It just doesn't have an economy.

It took me a while but I can see the BGS for what it is.

Markets and new trade routes can be opened and new rares can be produced (includes modules and ships) etc.
 
We could never have a real fluid/dynamic economy mainly because of 3 reasons
The AI isn't advanced enough to keep it afloat and all economies will eventually crash and burn
Players will work to crash economies to maximize profits, either on purpose or not
People will whip out the Eve flag and quote their founder ranking in protest of having to worry about complex economic issues in their looking at pretty planets game.
 
We could never have a real fluid/dynamic economy mainly because of 3 reasons
The AI isn't advanced enough to keep it afloat and all economies will eventually crash and burn
Players will work to crash economies to maximize profits, either on purpose or not
People will whip out the Eve flag and quote their founder ranking in protest of having to worry about complex economic issues in their looking at pretty planets game.

i dont see how people whipping out an eve flag means it CANT work

how will it crash with my proposal?
 
That is the broad "idea" of the BGS in its current state. I would welcome changes to trading but I see a few problems. Lack of proper market information is the number 1 problem with trading and seeing clearly how our small actions matter. Your idea makes some sense but FD's idea makes sense to them too, clearly showing the links between commodities as a priority would be more effective than a full BGS redo.

The idea of crafting is way to cumbersome for the market I believe if you are refering to AI managing commodities. Its a cool word and all but a simple formula would do the trick. Same thing with using AI traders, again neat idea but not actually possible in the scale of ED.

For miners this idea raw is terrible without access to trade information and prices. While the current system isnt perfect prices dont change to much so there is consistent profit for the miner. So it just goes back to the number 1 problem with trading.

I agree something has to change at somepoint but the fact is the work load to create such a change is huge while the current system does work. Not perfectly or as intended but the current system does work.

I would be impressed to see a working model of your idea as in formulas for how each product will interact with others. With the amount of commodities it is no simple task but a curious one I have thought of myself. After the interaction chart try pluging it into a system profile aka prisons colony profile interacts with the chart in this way oppose to hi tech profile that uses different things.
 
Your proposal is something that has been talked about before - good ideas, just need FD to do *something*

FD during the recent live stream re trading talked about making the economy more reactive to the BGS - that's a start
 
The thing is that in ed universe there is nothing to create high demand for anything. Most stations are under hour trip to all other stations. Metals and minerals are really common and easily available. Huge market changes would be almost impossible as if one system needs something there is more than thousands other places that have more than they need and can deliver it almost instantly. Market in universe like elite wouldn't work like markets work today. On earth if one country run out of mineral it can take months until that mineral can be shipped there, in elite everything can happen instantly. I think that how things work in elite are quit realistic on how market would work in elite universe.
 
I'd just like to see a trade system where more than six items are profitable

A place that's low on food stocks is going to pay a lot for food cubes, if they're starving they're going to pay even more
 
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