Rare Commodity rework ideas

Rares are great! They add colour to the game and encourage players to broaden their horizons. Unfortunately, they have languished untouched since 1.1 or so. Therefore:

  • Since jump ranges have inflated massively since Rares were introduced, increase the range at which their value maxes out, to about 250LY. Increase the value multiplier proportionately.
  • Increase Rare commodity allocations according to reputation with the faction owning the station where they are sold
  • Add missions to acquire distant rare commodities
  • Spawn dedicated, hatch-breaker limpet using NPC pirates occasionally when carrying Rares. Make these NPCs trackable and drop the rares again if pursued and attacked
  • Allow Elite rank luxury passengers to request Rare commodities for a hefty bonus (2x the value of trading those rares across the distance when the Rare commodity wrinkle triggers).
  • Allow rares to be traded for Favours at eg Interstellar Factors, or Engineers.
 
  • Since jump ranges have inflated massively since Rares were introduced, increase the range at which their value maxes out, to about 250LY. Increase the value multiplier proportionately.

I like this idea. So same value for same distance, but with a higher maximum value at a proportionally higher distance. Nice.

  • Increase Rare commodity allocations according to reputation with the faction owning the station where they are sold

Not a fan of this at all. Just like when they changed it so mission quality was tied to local reputation instead of Pilots Federation rank, all this does is to tie you down to a specific, limited set of places where you have grinded to allied reputation, because visiting any other places is so unrewarding in comparison. Tie the allocation to the trade rank, that would be better.

  • Add missions to acquire distant rare commodities

Yes please! This, and both ways. Any station could request a particular rare good (amount within the regular allocation, of course) from anywhere, with payment of course being higher than if you just shipped it to the market, and likewise the station selling the rare goods could also handle specific orders, which you are fulfilling as the courier.

  • Spawn dedicated, hatch-breaker limpet using NPC pirates occasionally when carrying Rares. Make these NPCs trackable and drop the rares again if pursued and attacked

No thanks. The only redeeming thing about shield-bypassing hatchbreakers so far is that NPCs don't use them all that often, so you get spare that .

  • Allow Elite rank luxury passengers to request Rare commodities for a hefty bonus (2x the value of trading those rares across the distance when the Rare commodity wrinkle triggers).

Good idea, but the bonus should be really, really worthwhile. If we get an extra 200k on top of a mission worth 5 million for making a 200Ly detour to acquire the rare goods, that's the definition of not worth it.

  • Allow rares to be traded for Favours at eg Interstellar Factors, or Engineers.

I hope your meant favours without the capital F, because good riddance of Engineer Favours with 3.0 engineering overhaul. :D
 
I like this idea. So same value for same distance, but with a higher maximum value at a proportionally higher distance. Nice.
Thanks!


Not a fan of this at all. Just like when they changed it so mission quality was tied to local reputation instead of Pilots Federation rank, all this does is to tie you down to a specific, limited set of places where you have grinded to allied reputation, because visiting any other places is so unrewarding in comparison. Tie the allocation to the trade rank, that would be better.


Would also work for me.



No thanks. The only redeeming thing about shield-bypassing hatchbreakers so far is that NPCs don't use them all that often, so you get spare that .

Put a PDT on the same side of your hull as the cargo hatch, no more hatch breaker. Happens to me all the time when I'm PvP pirating.

Good idea, but the bonus should be really, really worthwhile. If we get an extra 200k on top of a mission worth 5 million for making a 200Ly detour to acquire the rare goods, that's the definition of not worth it.

I guess the bonus should be based on the delta to mission distance, not commodity value. But the gameplay value of deciding to take your valuable passenger into a potentially heavily trafficked system is worth it.

I hope your meant favours without the capital F, because good riddance of Engineer Favours with 3.0 engineering overhaul. :D

Myself and Marc_Hicks were ruminating in another thread about how favours may have been borrowed from another game mechanic, and may return there now that the engineers have finished with them.
 
Did a Rare run to Colonia some time ago with my python, loaded up with 250t and made 17 mil creds. So yea it needs to be improved more since 1.1.
 
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