Hello,
Can you implement a REAL system of NPC Trade?
Actually you generate randomly ressources.
If we sell them, they randomly decay and don't change the local prices.
Why you don't need a procurement of ressources?
A Planet produce X on this system/Region.
This station "eat" it, and produce Y (per hours) with this.
If you approve it more with X, it will produce more and local Y price (cause they'll tranport it elsewhere) will increase.
So, if you sell more X, you'll get more Y, buy it at a small price and export it far away.
A real deficiency will be catch and patch by real traders.
More gameplay, more logic, more "life" in this univers.
And why don't add a "real pirate" effect?
If players (and NPC) kill traders, the local "export-import" will be impacted and maket will be influenced.
A pirate infested system will call traders for help (due to prices) and forces.
Pirates can try to influence local market etc..
Actually we have a fake system, with no life and no effect on the univers, it's really sad.
Can you implement a REAL system of NPC Trade?
Actually you generate randomly ressources.
If we sell them, they randomly decay and don't change the local prices.
Why you don't need a procurement of ressources?
A Planet produce X on this system/Region.
This station "eat" it, and produce Y (per hours) with this.
If you approve it more with X, it will produce more and local Y price (cause they'll tranport it elsewhere) will increase.
So, if you sell more X, you'll get more Y, buy it at a small price and export it far away.
A real deficiency will be catch and patch by real traders.
More gameplay, more logic, more "life" in this univers.
And why don't add a "real pirate" effect?
If players (and NPC) kill traders, the local "export-import" will be impacted and maket will be influenced.
A pirate infested system will call traders for help (due to prices) and forces.
Pirates can try to influence local market etc..
Actually we have a fake system, with no life and no effect on the univers, it's really sad.