Post 2.4 Core Gameplay Improvements : Trading

As we are all discussing what might happen post 2.4, in what we might call for now "Season 3", though I understand the season model may be replaced with another. But still, it will be a tranche of work that will probably last for say a year. And so within that period, lets discuss a single topic within this thread.

Just some points
  • Please keep your comments here on topic, so no drifting off onto Exploration, or Quality of Life enhancements.
  • Please be as verbose as you can, fully explain what you would like to see Added, Remove or Tweaked,and WHY, benefits?
  • Please be civil and positive, you may not agree with ideas, but lets discuss it, not devolve into an A vs B slanging match...

TRADING
 
Player-to-player trading.
Materials trading (supplied only by players, perhaps?)
Salvage licences.


(sorry, no time for verbosity!)
 
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My main complain is that, while rewards for any other activity went up SIGNIFICANTLY across the board, the value of Commodities hasn't. With so many more lucrative alternatives, the REAL value of cr/T has went down, thus making "organic" trading practically disappear.
 
Ok, Ill chip in with this

Trade In Materials & Data
We can collect various smaller commodities from planet surfaces, such as Sulphur or Chrome, and some of these are pretty rare. Who knows you may have an insight into where some very rare materials can be found. We can also get special data from various scans.

So lets open this up to trading both on stations and player to player (ideally). If we need material or data X, and someone out there has it, and is willing to sell it. Then I cant see why we can trade between us.

So lets have a board on major stations that shows us ALL of the items that are currently on the market. Think of this as a kind of E-Bay, for sale of smaller items (not measured in tons). It also allows us to nominate assets we have, to put them up for sale.

When we nominate an asset, we have to choose a quantity from our stock, and price per unit (global averages for such are shown). Then that material is removed from our ship, and is stored. If a buyer pays for it, the money is credited to us, wherever we are, with a message sent to confirm. The buyer is then able to get physical stock from the station the item is stored on, or pay for delivery to their station for $$ + the usual delay. Data items can be transmitted to us, wherever we are. Think of it as an attachment to the receipt message. Sold data is removed from our store once transmitted. To avoid duplication and repeated re-sale (game breaking).

The Galaxy map will have a marker type created, which shows us stations where we have items stored for sale. Hovering over the marker, will list the items, quantity of and their sale price. Once sold and no more items are stored on that station, the flag disappears.
 
Include a reputation system in your trading style.
Are you a salvage specialist. A Bulk trader. A smuggler. So that according to what you do is the type of work you get. Under a certain levels of reputations, you get access to exclusive deals that are not available if you do not get into that mechanic. And finally, when the reputation is fully built you get really good payouts for your job (not ridiculous though), so being an elite trader and also a smuggler specialist makes you rich, but with hard work.

The Black market grows into something more comprehensive if you are a dedicated smuggler. Right now its a place holder.

Commander trading mechanics.

Commander´s market place.
 
This idea is to encourage the profession of Trader as opposed to mission runner.

I would like to see a Trusted Trader (TT) status linked partly to your status with the controling faction of the station and partly with the station itself so that if the control of a station changes you don't lose all the benefits and likewise if you are at another station controlled by the same faction you don't get all the benefits.

You would earn TT status by trading with the station on a regular basis, missions wouldn't count towards this.

The full benefits would be a 10% discount on purchase price of goods, 5% if only Trusted with either the station or the faction.

How hard it is to earn and keep this status I leave open to debate. However I suggest it should definitely not be based on tonnage alone as that could make it too difficult to get TT status for those with small ships or far to easy for those with large ships, possibly number of visits and
percentage of capacity turned over at each visit.

[Edit] Ninja'd again I must type faster.
 
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Ok, Ill chip in with this

Trade In Materials & Data
We can collect various smaller commodities from planet surfaces, such as Sulphur or Chrome, and some of these are pretty rare. Who knows you may have an insight into where some very rare materials can be found. We can also get special data from various scans.

So lets open this up to trading both on stations and player to player (ideally). If we need material or data X, and someone out there has it, and is willing to sell it. Then I cant see why we can trade between us.

So lets have a board on major stations that shows us ALL of the items that are currently on the market. Think of this as a kind of E-Bay, for sale of smaller items (not measured in tons). It also allows us to nominate assets we have, to put them up for sale.

When we nominate an asset, we have to choose a quantity from our stock, and price per unit (global averages for such are shown). Then that material is removed from our ship, and is stored. If a buyer pays for it, the money is credited to us, wherever we are, with a message sent to confirm. The buyer is then able to get physical stock from the station the item is stored on, or pay for delivery to their station for $$ + the usual delay. Data items can be transmitted to us, wherever we are. Think of it as an attachment to the receipt message. Sold data is removed from our store once transmitted. To avoid duplication and repeated re-sale (game breaking).

The Galaxy map will have a marker type created, which shows us stations where we have items stored for sale. Hovering over the marker, will list the items, quantity of and their sale price. Once sold and no more items are stored on that station, the flag disappears.

I would suggest a time factor as well, if the item is not sold before the timer (7 days maybe) expires it is removed from the sales list and the seller informed that he has to collect it as above. There could also be a time limit for the collection of both sold and unsold items (again 7 days?) after which the item is confiscated.
 
Here are some improvements I'd like to see implemented for trading:



  • More lucrative "organic" trading - I'm not saying increase trade margins across the board, but widen the profit gap a bit on trading goods in demand to systems who greatly desire them. Make searching out those super profitable trade runs more rewarding than it currently is, even if supply & demand deterioration makes them short lived.
  • Implement specialized cargo internals for trading ships - Cargo ships currently lose a lot of appeal to the multirole ships, in that they can't carry much more if any more at all. By adding some internals which can only take cargo racks to trading ships, especially the T series ships, they could become much more desirable for traders to fly without allowing these ships to be overpowered or broken by doing more than they are intended for. Make the T ships great again!
  • Better in-game trading tools - It would be nice to have some degree of the 3rd party trading website functionality in-game. Maybe implement a trading computer into the ships left panel, where a pilot can bring up a snapshot of the commodity prices for the last ten or twenty stations they've visitied, or even "pinning" station snapshots so that they are saved, allowing price comparisons to be made in game without the need for websites to do so.
 
Ok, Ill chip in with this

Trade In Materials & Data

This would amount to inserting a player economy into the game. Cue gold sellers and people buying A-rated, fully engineered ships for real money. Irrespective of any potential benefits, I think this idea goes so far against FD's stated aims in this area that it's very unlikely to be implemented.
 
P2P trading could open the game up so much.

Some players LIKE mining, while a lot of us bash our heads on our desks during those times we have to do so in order to obtain materials for engineering; allow players to exchange time for in-game currency.
Some players really like fussing with the engineers and seeing what kind of rolls they can come up with, let those players sell modded modules to other players.
Would be nice to have the ability to put ship modules in cargo bays, ship them and be able to trade those modules to other players.

I enjoy Elite, but right now the game play is NOT truly open. The current official statement of "Play your way" is severely hampered by not allowing full P2P trading.

(Strictly my own opinions mind you....)
 
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