NEW Galactic Exchange Market for players in Elite Dangerous

I would like to see an exchange market for players ingame as a station service.

(only for goods that can not be sold for credits)

If a player uses the market he may place let's say "5 module terminals" at the exchange market and declares that he wants to get 20 arsenics in exchange.
To set an order he has to pay credits to the station service depending on the average amount of the ware he wants to store and the time the order should remain active.

Let's say the order should remain actve for one week.

During this week every player who is docked at the staion and has 20 arsenic in his ship may exchange the module terminals.
The first player gets a note that his ware has been exchanged and has now 2 days remaining to get his aresenic.
If he does not come by until the 2 days have expired, the arsenic is lost and the order gets erased.

If the week is over and no player wants to exchange the module terminals, the first player gets a note by the station that he should pick up his module terminals in two days. After 2 days the module terminals will be "kept" by the station forever and the order gets erased as well.

I guess this kind of service would be really helpful for many aspects of the game.
 
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Nice idea, but I think the ordering player should have way more time to get his stuff after it was left there for him. Lets say one week longer then the order is running. Not all players can play every time, and some only once a week (at weekend for example), so everyone would have a good chance to use this service. The Stations with this service should be rare - may be 50ly to each other - so that many players use the same hubs for trading. On this way there will be larger ammounts of orders per station and more transactions really happening.
 
This idea is about persistence, the present BGS doesn't support any player persistence, once you exit the game all of what you have is saved with you, nothing is left behind. It probably could be shoe horned in, but I suspect it would be a lot of dev time and they have a LOT of other things to get on with.

I would love a persistent galaxy, we could then have bases and create some permanence in ED.

take a look at Dual Universe, and its single shard approach
 
I have been thinking of something like this but my idea is


A Engineers commodity market that you can trade all Engineering items only it would also be a real player run economy



Trade value of items would be calculated on rarity of the item been traded on the market
 
This idea is about persistence, the present BGS doesn't support any player persistence, once you exit the game all of what you have is saved with you, nothing is left behind. It probably could be shoe horned in, but I suspect it would be a lot of dev time and they have a LOT of other things to get on with.

I would love a persistent galaxy, we could then have bases and create some permanence in ED.

take a look at Dual Universe, and its single shard approach

Since your save game is stored on their servers it shouldn't be very difficult to implement. I agree that there are more pressing issues though.
 
This idea would require large server capacity that Frontier doesn't have or can't support.
That's the reason why we have this P2P instancing network and this problems with the NPC persistence.
 
This idea is about persistence, the present BGS doesn't support any player persistence, once you exit the game all of what you have is saved with you, nothing is left behind. It probably could be shoe horned in, but I suspect it would be a lot of dev time and they have a LOT of other things to get on with.

I would love a persistent galaxy, we could then have bases and create some permanence in ED.

take a look at Dual Universe, and its single shard approach

This has nothing to do with the BGS and the BGS is most definitely persistent. When you log off your actions are still present in various BGS buckets and at the next server tick the effects of them and other player's actions in the same systems are manefested in changes in influence and state for various factions. Those changes are the same for everyone, even between PC and Xbox.

A player market as described by the op could require significant database space but isn't really much different than the first discovered by tags on the system map.
 
This has nothing to do with the BGS and the BGS is most definitely persistent. When you log off your actions are still present in various BGS buckets and at the next server tick the effects of them and other player's actions in the same systems are manefested in changes in influence and state for various factions. Those changes are the same for everyone, even between PC and Xbox.

A player market as described by the op could require significant database space but isn't really much different than the first discovered by tags on the system map.


Sorry Irongut, perhaps I didn't explain myself correctly. Under the present P2P system no player items are left in play for other players to pick up or interact with. If you are talking about CGs then there is a universal dump or bucket ticking down with all players adding to it. That is not the same as individual players leaving individual items, the server usage would be so high it would not be feasible under the present implementation
 
I've always wanted to be able to package materials into 1 ton cargo canisters and treat them like any other cargo, with the exception of being able to disassemble them back into materials as well.
 
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