Players trade in Suits and Weapons

Greetings,

TLDR: Here's an idea that probably won't happen.

So you have your spiffy new Fleet Carrier with a cool paintjob and services such as refuel, repair, armoury to start. Then there is the Bartender for trading Odyssey materials and Pioneer Supplies for all grade 1 weapons and consummables. OK then let the players also trade in custom suits and weapons that they own.

Oh NO this will break the game you say? To the contrary it will add to the game to have players interact with and assist other players to have more fun playing it.

It will be Pay-to-Play? For some players maybe. For others they will get more interested in on foot missions with a better chance of succeeding. Even then upgraded suits and weapons won't help much without experience and talent using them. Odyssey on foot missions will become a lot more popular and Frontier sells more games. Players can also purchase suits and weapons with a specific mod, try them out and sell them back without a major difference in the buy/sell prices.

It will be farming credits? Given how it is so very easy to make credits in ED here's a way to spend them. Even then the max buy and sell prices can be limited just like trading in commodities.

It eliminates the game play to acquire materials to upgrade suits and weapons? The game already trades in Odyssey materials on Fleet Carriers and players can purchase grade 2-3 suits and weapons at many stations and settlements. This would just complete the trading alternatives with suits and weapons. Less grinding more fun.

Who actually purchases a grade 1 suit or weapon at a Fleet Carrier with Pioneer Supplies? Too many better alternatives. It is pretty much a convenient way to upgrade suits and weapons plus restocking consummables in the black versus going to a station. Given the 250M credit to install and 5M weekly expenses that is a lot of cost for so little return. Trading in custom suits and weapons would make installing Pioneer Supplies a profitable addition to a carrier.

Of course Frontier will probably never do this so I'm throwing an idea out there to see what sticks on the wall. Then maybe some good will come out of it later as in better or more desirable upgraded suits and weapons for purchase at stations. Perhaps only deal a little better with grade 1-4 suits and/or weapons without mods for a start leaving grade 5 for normal game play.

Anyway it's fun to imagine what could be. Now about player trading in encoded, manufactured and raw materials...

Regards

piosup.jpg
 
Even then the max buy and sell prices can be limited just like trading in commodities.
This is probably the make-or-break point for it, I think

You can already mostly do this - rather than selling a pre-built G4 Maverick with mods X, Y and Z, you can put the materials to apply those upgrades to a G1 Maverick on your carrier - so it sounds like being able to just sell the weapons/suits ready-made is just a minor convenience feature.

The problem is, a G4 Maverick requires 48 goods, 16 data and 90 assets, plus roughly as much again for the three mods. So that's 300 items, which on current pricing you'd be limited to about 200,000 credits max price each for the sale, or 60 million credits for the lot.

If someone's selling a G4 Maverick for 60 million credits, that's an absolute bargain - one good exobio planet, or a few high ground CZs, or a couple of high-pay missions, and you've earned those credits in an hour ... while it's taken someone at least ten hours and probably quite a bit longer, even if done fully soulessly by relogging POIs and abandoning restore missions for the power regulators and so on to get together all the materials needed.

The fair price for the suit in terms of time saved by the buyer / time spent by the seller is probably well over a billion credits, and a G5 suit and weapon set might be worth more than the Fleet Carrier it's being sold on.

(Now, sure, sometimes you'll get a bargain where someone just likes going through the Odyssey gameplay accumulates vast reserves of materials they no longer need, and is quite happy to sell them on as suits at 60 million credits. But not very often)

So I think that it can only work if the prices are not capped (the price caps for materials should go too, of course) - otherwise, it'll be strictly a "give a boost to your friend" / "clear out surplus junk" feature.
 
I don't really understand these 1000 caps for ody mats. If fdev would just made it 10k it would be such less pita to collect mats for the upgrade and sell the rest at the end. Now I have to sell carefully choosing looking at inara what to sell bartender to free up locker space.

The FC bartender should have much more space than it has now to make it worth. It is ok to compensate with credits weekly maintenance cost based on the used space.

And I agree - we should already be able to sell pre-upgraded suits. For the problem with engineers unlocks I suggest to set the insurance prices for suits one has no access to engineer to higher. E.g. if you killed in a suit you made youself - pay base price, if you killed in suit engineered by someone else and you have not unlocked engineers - pay suit upgrade price + price for each upgrade. Does it sound reasonable?
 
Nope. Having completely degraded the value of CR the natural next move is to apply to buy everything.
Doesn't it adding more money sinks increase the value of credits? As said by OP you can already buy a suit on board of FC and mats to upgrade it. Why should it be so limited by low amount to be on stock and price cap?
 
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