Player Markets

The only storage we currently have in the game is in your ships hold and I would like to be able to keep hold of some of the items I find for future use without the danger of pirate scans. It would be cool to store and have the option to sell faction awarded cargo alongside materials to players. With the option to open up a marketplace within a space station and sell.
I feel would encourage the hunt for the more rare items around the galaxy as you could set your own price. As amazing as this game is the player need something to call his own, another aim besides owning the next biggest ship.

Or another aspect of this could be to buy a trade computer allowing your ship to trade to others with the cargo or materials you have stored on-board that ship. Being able to leave it at a space dock or left in open space (eek… sod that) to trade, while you shoot off to do other tasks.
Anyway Please, please, please give us something along these ideas and thanks for your time and wonderful game
 
Last edited:
Please, FD: anything but this. :( The downsides far outweigh the positives.

Player-driven economies destroy on-line games. They really, really suck, cause hyper-inflation and encourage gold/Credit farmers.

They also expose the game to the cancer of exploits affecting wider play. Got a cheat now that lets you get unlimited Imperial Shielding or money? Well right now that's not a big problem, because it only affects one player. Allow that player to sell on their wares and the issue is now one that affects everyone.
 
At least an option to allow us to keep cargo stored on a ship, that you can leave docked at a space station. I want to keep my cargo safe for future use rather than fly around with it, with the danger of being constantly interdicted all the time. This could also be cool when it comes to ship transfers, do you want to risk your ship with all it's cargo making it's own way to you with all that loots on-board, oh my god the percentage change of it not making it!
 
Yes to player markets. This is a really good way to balance the economy as the players balance the economy by themselves. Modular terminals become a credit income source due to their high value and other goods such as rares can be sold for an even higher price offering a complete new level of gameplay and adding a huge amount of depth into the trading career.
 
Last edited:
We have been told by FD that storage for Engineering stuff is being looked at and worked on, but that we will not be able to store general cargo because people will horde it in order to manipulate and crash the markets.
 
A market for materials could be made to work if designed correctly.

Such a market would reuse the existing commodities market model - players sell and buy from the market, not from each other. The buy/sell prices are set by the market, not by the players, but prices float based on supply and demand, and does the supply/demand quantity.

The stocks available for purchase are only driven by what has been sold to them. Only a fraction of the actual stock is listed as "available" to any transaction (say a quarter). This reduces the change of over-selling across multiple concurrent transactions - but if this occurs, then the deficit is hidden from the players, and the market simply shows zero availablity of the goods until this deficit has been cleared. There may be a delay between a player selling into such a market, and an corresponding increase in the availibility of those goods for purchase.

For game involvement, allow one such market per minor faction, and only allow access iff the player has allied (or friendly) status with that faction, and where the faction controls the station or outpost. Players therefore invest in their relationship with a minor faction, and can travel to search different markets for their needs. The "instant" transport of goods between faction station can be overlooked.
 
It could work if:
1. The markets are hard to manipulate due to obscene quantities of wares required to affect the market greatly
2. If the aforementioned fails, fdev can hardcap minimum/ maximum prices to still allow for crazy profit, but eliminate stuff like the goldselling method where you sell some junk for 100 mil and the goldseller buys it.

Either way goldselling is already possible, albeit tedious. I´d like player credit transfer, but the goldseller angst around here omits us even basic features. For player content to even work (player bounties and other missions for example) this would be a base feature. Honestly I´m not convinced that goldseller are worse then not having amazing content opportunities like these.
 
Yes to player markets. This is a really good way to balance the economy as the players balance the economy by themselves.


Nosense, players don't balance anything ever.
Players exploit recklessly until the whole damn thing keels over, be it economies ot other game mechanics.
Could be fun, though.
 
Player-driven economies destroy on-line games. They really, really suck, cause hyper-inflation and encourage gold/Credit farmers.

If that was the outcome, I'd say that those were failed attempts to implement player-driven economies.
 
The economy as it is is completely broken, and the background sim does not work. I have been making 3k+ profit per TON on Medical Diagnostic equipment, by selling it to a place that claims to have 0 demand. Any claims that this would somehow "break" the economy as it stands is surely being made by people who have never even bothered to look at the current state of the game. Besides, what you are asking for would require too much work from the devs, as they are already having a meltdown over the addition of a simple timer to the game...

- - - - - Additional Content Posted / Auto Merge - - - - -

It could work if:
1. The markets are hard to manipulate due to obscene quantities of wares required to affect the market greatly
2. If the aforementioned fails, fdev can hardcap minimum/ maximum prices to still allow for crazy profit, but eliminate stuff like the goldselling method where you sell some junk for 100 mil and the goldseller buys it.

Either way goldselling is already possible, albeit tedious. I´d like player credit transfer, but the goldseller angst around here omits us even basic features. For player content to even work (player bounties and other missions for example) this would be a base feature. Honestly I´m not convinced that goldseller are worse then not having amazing content opportunities like these.

Given thew galaxies population should be in the many trillions, this should be the case. A few thousand pilots should be a drop in the ocean...
 
Back
Top Bottom