Selling excess materials to Engineers or P to P materials trading?

I know there has been a lot said about the amount of materials carried (1000) and the suggestion for storing materials.

I did search the forums on this topic of materials management but couldn't find exactly this so:

1. Could excess materials be sold to Engineers or traded off against Engineers services?

2. Could excess materials be sold on the Commodities market?

3. Could a trading system between players be implemented where excess materials could be exchanged?

I still consider some type of Starport Services materials storage or "bank" to be a good idea too.

Thanks FD!
 
I've been finding in space salvage instances copious amounts of materials. I can see that it's not going to take too long before the inventory quota is filled.

If someone can tell me how you can possibly use all of them (even doing stuff with the Engineers) I'd be glad of the heads-up.

I still think some type of materials trading scheme or trading offset against Engineers RNG rolls would go a long way to managing excess materials.

The net value of a material wouldn't need to be too high; that way the mechanic wouldn't overtly impact and unbalance the general trading/economic mechanics for the game.

One way or the other I'll have to start ditching unused materials soon....

What happens if you just leave the quota full and try and collect more materials? Do you get some type of status message?
 
The only part I don't like is Player vs Players. It could promote gold sellers.

Fair enough. Only the NPC's.

Also that would make it easier to control the galactic economy in this market generally. If there was storage added to the game like others have suggested it could lead to hoarding and speculation and inflation/deflation of markets.

Cheers!
 
Apologies for the rant to follow but, after thinking about it a bit more, I need to get this out of my head.

When I said NPC's I could have been more specific; a lot more specific.

Galactic Materials Economy Model:

Legal framework:
All materials salvage is legal removing the need for black market interactions, lawful interdiction above the normal game requirements of system authorities and fines etc.

Valuation:
Values across the board could be kept very shallow and non-competitive. Turning over 20 shield emitters for a couple of credits each isn't going to unbalance the overall galactic economy game mechanic. It's just a way of offloading your excess.

Channel(s):
Channel is sell to market only. This prevents players buying into Engineers perks. If you want the mats you go search for 'em.

Framework(s):
1. Engineers (of course). As mentioned above perhaps percentage offsets of a few points against RNG rolls if you have excess materials to trade.
2. Commodities sub-market. Platforms, starports and landfalls. Values are small credit returns.
3. Faction missions. Donate 20 shield emitters to our war fleet program. Values are in Rep+ and Inf+
4. CG's. It is what it is. Faction is building a war fleet this week. Bring shield emitters quick! Civil war. Protect our borders etc.
5. Seeking Materials ships. Values are small credit returns.
6. Powerplay. Values returned are a small merits boost (against the weekly cycle).
7. Alien civilisation(?) All of the above with a translator?

Game mechanic:
Since the model uses and returns to the player very low values the overall impact of this mechanic may be a viable alternative to storage? Keeping materials flowing in and out of inventories means that harvesting them in space, or on the ground, never gets old.

If storage keep inventories "static" (except for Engineers usage) a rudimentary materials market place would "cycle" inventories a bit and create some inventory management choice that is not available with storage (storage being, in effect, an extended inventory).

I haven't yet reached the inventory limit but what happens then? I get my interstellar girlfriend to continually give me inventory full messages?

In saying all this I haven't even touched the Engineers so I don't know how this economic model affects the depth of that mechanic and the ongoing demand for materials works at all.



I think that's it..... rant ends.

Cmdr Pingmonster out.
 
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Well; as of last night I've finally reached the limit of materials storage.

The whole materials issue now becomes "a thing" and I have to decide:

1. Whether I want to start modding stuff with Engineers and use some of these materials (I was going to get into that eventually but not now).

2. Dump stuff.

3. Just ignore the "inventory full" message on the panel.

It's probably going to be 3. I still think it would be possible to implement a materials trading market in game.
 
I've recently managed to fill up my inventory for materials and data.

It's rather annoying because I can't tell what's useless without googling each item. :p
Trying to ditch materials over 30 units hasn't helped either.
 

Lestat

Banned
I seen another topic when someone suggested NPC trade up program. Like trade 4 of one item would equal rarer 1 Item.
 
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